fix retained glyph bottom clipping
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@@ -627,7 +627,10 @@ primitive, which cannot be made equivalent by choosing another embolden constant
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per-run origins, partial erase/republication, suspension, measured cursor handoff, reset, and
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reconstruction. The synthesized Godot VM self-test exercises timed exact reveal and reports
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`live-adv-text=retained-glyphs`; real GPU captures of SC0000 pages 1 and 7 confirm ordinary and voiced
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dialogue placement/wrapping alongside the immediate speaker-name surface.
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dialogue placement/wrapping alongside the immediate speaker-name surface. A 2026-07-30 clipping
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follow-up keeps those native measured-cell records intact but gives transient placements a separate
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vertically ink-safe source crop, because backend glyph black boxes and mode-3 outlines can extend below
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the measured cell; horizontal crops remain cell-bounded to preserve reveal isolation.
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6. **Migrate History and the ADV wait indicator through the same retained path. — Completed
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2026-07-30.** Op `0x1d1` now rasterizes each HISTORY row into its target layout surface and publishes its
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native glyph interval through ordinary `GfxState` bindings. Row reset, wheel redraw, the broad native exit
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@@ -645,7 +648,8 @@ primitive, which cannot be made equivalent by choosing another embolden constant
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sizes. `auto` selects exact GDI when its ACP-932 gate passes and otherwise selects the explicitly
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non-pixel-exact Unicode backend; development runs can force either with `--text-backend`. Both modes pass
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the same immediate/live/History retained-glyph self-test. Gameplay `Label` pools and surface-text overlay
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projection are removed, so text always participates in the ordinary surface compositor.
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projection are removed, so text always participates in the ordinary surface compositor. Publication uses
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the transient ink-safe crop established in step 5 in both backends.
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**Acceptance gates:**
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