Add frontend production project
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@@ -106,7 +106,7 @@ S:\Game Hacking\Eushully\Himegari\ ← workspace root (three siblings)
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│ ├── opcodes.json GENERATED from opcodes.toml (machine view for the C# VM)
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│ └── manifest.json, opcode-coverage.md (opcode-coverage.md GENERATED from opcodes.toml)
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│
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├── engine/ DELIVERABLE — the .NET VM core (AgeEngine.sln: Age.Engine / Age.Cli / tests)
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├── engine/ DELIVERABLE — the .NET VM/runtime projects and tests (AgeEngine.sln)
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│ ├── Age.Engine/Model/ retained graphics state plus separately navigable public
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│ render, transition, diagnostic, and persistence contracts
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│ ├── Age.Engine/Sys4/ runtime game-root selection, catalog parser, loose-first bounded
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@@ -118,6 +118,9 @@ S:\Game Hacking\Eushully\Himegari\ ← workspace root (three siblings)
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│ ├── Age.Engine/Persistence/ native S3SD/S4SD + S3RT codecs, shared payload/ReadTextDB,
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│ layout-3 numbered state/history/gfx, DAT/STH pair + BMP codec,
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│ and profile-owned state
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│ ├── Age.Engine.Frontend/ platform-neutral frontend diagnostics/options project: page
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│ locator, timeline/trace/step-limit diagnostics, VM/window launch
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│ options, and performance-frame logging
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│ └── Age.Engine.Text.Windows/ optional exact Windows GDI gray-4 reference backend; kept
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│ outside the platform-neutral VM/runtime core
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├── native/ authored native runtime boundaries
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@@ -147,6 +150,13 @@ surface-transition drawing, raster helpers, and compositor decision logging. `go
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Godot input routing, locator/debug hotkeys, debug-scene dispatch, cursor control, native alerts, and
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full-width text entry.
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`engine/Age.Engine.Frontend/` is the production owner of frontend helpers that do not depend on Godot types.
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Both `engine/AgeEngine.sln` and `godot/Himegari.sln` include the project; Godot and `Age.Engine.Tests` consume it
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through project references rather than compiling duplicate linked sources. The first owned cluster contains
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`PageLocatorState`, `GodotTimelineLog`, `GodotTraceSink`, `StepLimitDiagnosticFormatter`, `GodotVmOptions`,
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`PerformanceFrameLog`, and `WindowLaunchOptions`. Movie runtime/decoder helpers remain under `godot/` until their
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separate ownership slices.
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`godot/GodotAdvHost.cs` retains cross-domain host coordination. Its partial-class companion
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`godot/GodotAdvHost.AdvText.cs` owns live/retained ADV text, surface glyph rasterization and caching,
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history presentation, message-window alpha, and retained wait-indicator configuration/publication.
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