Fix native retained presentation batching
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@@ -187,7 +187,8 @@ public partial class Main : Godot.Control
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_clock.Advance(delta);
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_timeline?.SetFrame(++_timelineFrame, _clock.NowMs);
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_host?.PulseFrame();
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if (!_selftest && _vm != null) Recomposite(); // retained per-frame compositor (surface+object model)
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if (!_selftest && _vm != null && _host != null && _host.ShouldRecomposite())
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Recomposite(); // native publishes retained mutations only at present/service boundaries
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// --shot-sequence: dump one PNG per frame across the opening so a time-based (paced) effect can be
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// verified as distinct frames, not just the final state. Captures after Recomposite; quits when full.
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if (_seqDir != null && _seqIdx < _seqFrames && !_done)
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