Split GfxState public contracts
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@@ -596,6 +596,11 @@ do not mix mechanical moves with semantic changes.
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scene reset, and frame-pulse consumers retain direct access through the sealed partial class. The planned
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host decomposition is complete; runtime validation remains green.
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The first bounded `GfxState` split moved its public render, transition, diagnostic, persistence, animation,
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numeric-glyph, and handle-range value contracts into `engine/Age.Engine/Model/GfxState.Contracts.cs`.
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`GfxState` remains the same sealed runtime type, and every moved declaration is textually unchanged; runtime
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validation remains green.
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**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
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deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
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each domain move.
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@@ -967,7 +972,7 @@ layer's rendering diverges from ADV; save layout.
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## 8. Immediate next step
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Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
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by the tracked launcher and layered validation driver. With the planned `Main` and `GodotAdvHost` domains
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isolated, begin the `GfxState` decomposition with one existing ownership domain at a time, preserving public
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types, commands, and generated output.
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isolated and the `GfxState` public contract layer separated, move `GfxState` surface ownership next, preserving
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public types, commands, and generated output.
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Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
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not replace Phase B gameplay validation or the open cross-platform gates.
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