docs: sync living references + roadmap to call-script solved/executing
- tools-reference: run/play/sweep execute call-script (provider); trace/audio/gfx stay provider-less; corrected stale sweep numbers (284 exit/13 STEP-LIMIT) and the Godot --selftest description (synthetic vs headless, not vm0/186); added --scene. - roadmap: call-script marked SOLVED (resolution + execution) throughout; no longer a 'long pole'; per-game registry now automatic from SYS4INI. - phase-a-slice-plan: SC0240 live-demonstration note. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -361,6 +361,12 @@ not the depth cap → recursion is bounded correctly).
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**live headless run** of the same scene — full handling, no frozen golden, no vm0 dependency. Verified:
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`godot --headless -- --selftest` → "threaded host matches headless (3 lines, full handling)".
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**Verified live in Godot (2026-07-07):** added `--scene <NAME>` to the frontend and a scene-end report
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of the call-scripts executed as nested frames (collected thread-safely — Godot drops `GD.Print` from the
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VM background thread). **SC0240 executes 29 call-scripts** (RESETLAND, SETEN, ADDEN, RENDERMAP, SETOBJ,
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DRAWOBJ, CALCREVISE, LOOK) live in the real runtime; SC0000 renders the opening event CG (windowed).
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**Remaining follow-ups:** optionally give the `audio`/`gfx` CLI diagnostics a provider (they still run
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provider-less); `decision→scene` (scene chaining) rides this same loader once the SCJUMP
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decision→scene-id native hop is reversed.
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provider-less); **engine-level diagnostics** (the next pivot — the engine, not the frontend, should
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surface script/scene execution + call-script dispatch); `decision→scene` (scene chaining) rides this
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same loader once the SCJUMP decision→scene-id native hop is reversed.
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