Split GfxState presentation operations
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@@ -618,6 +618,12 @@ do not mix mechanical moves with semantic changes.
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queues, and visible-scene sampling consume the moved state through the sealed partial class; runtime validation
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remains green.
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The fifth bounded `GfxState` split moved surface/movie transition queues, presentation activity and click-skip
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handling, presentation diagnostics and dirty-reason accounting, and visible retained-scene snapshots into
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`engine/Age.Engine/Model/GfxState.Presentation.cs`. `GfxState.cs` now retains only cross-domain mutation
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accounting, scene reset, persistence, and locking. The planned `GfxState` decomposition is complete; 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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@@ -988,8 +994,8 @@ 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 and the first four `GfxState` domains separated, move presentation ownership next, preserving public
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types, commands, and generated output.
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by the tracked launcher and layered validation driver. With the planned `Main`, `GodotAdvHost`, and `GfxState`
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domains isolated, begin thinning `VirtualMachine.Step` through existing domain handler methods without replacing
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the proven dispatcher or changing 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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