Rename release outputs and managed project to OME
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@@ -158,13 +158,13 @@ S:\Game Hacking\Eushully\Himegari\ ← workspace root (three siblings)
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├── tools/frida/ runtime-capture + engine-dump scripts (see tools/frida/README.md)
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└── godot/ DELIVERABLE — the Godot/C# ADV front-end (references Age.Engine
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plus the optional exact Windows text adapter). Its assembly embeds
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generated build/opcodes.json through HimegariRuntimeMetadata, so
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generated build/opcodes.json through OmeRuntimeMetadata, so
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exports do not need repository discovery. Also contains the portable
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TextServer glyph adapter, per-profile font-substitution configuration,
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and TITLE-only F4 debug scene launcher
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```
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The Godot deliverable includes `Himegari.sln` because Godot's .NET exporter requires a solution,
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The Godot deliverable includes `OME.sln` because Godot's .NET exporter requires a solution,
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`export_presets.cfg` for Linux and Windows x86_64, and `build/.gdignore` so disposable capture frames below
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the project do not enter its import or export scan. `tools/build-linux-x64.sh` and
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`tools/build-windows-x64.sh` produce their complete disposable artifacts under `build/export/`; the older
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@@ -181,7 +181,7 @@ Godot input routing, locator/debug hotkeys, debug-scene dispatch, cursor control
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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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Both `engine/AgeEngine.sln` and `godot/OME.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`. It also owns the internal movie decoder boundary/runtime,
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