Split GfxState animation operations
This commit is contained in:
@@ -612,6 +612,12 @@ do not mix mechanical moves with semantic changes.
|
||||
into `engine/Age.Engine/Model/GfxState.RetainedObjects.cs`. Cross-domain reset/persistence, animation, and
|
||||
presentation sampling retain direct access through the sealed partial class; runtime validation remains green.
|
||||
|
||||
The fourth bounded `GfxState` split moved shared animation-clock state, object color/source-cell/matrix/cyclic
|
||||
channels, animation control and forced completion, and interpolation helpers into
|
||||
`engine/Age.Engine/Model/GfxState.Animation.cs`. Presentation diagnostics, dirty-reason accounting, transition
|
||||
queues, and visible-scene sampling consume the moved state through the sealed partial class; runtime validation
|
||||
remains green.
|
||||
|
||||
**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
|
||||
deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
|
||||
each domain move.
|
||||
@@ -983,7 +989,7 @@ layer's rendering diverges from ADV; save layout.
|
||||
## 8. Immediate next step
|
||||
Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
|
||||
by the tracked launcher and layered validation driver. With the planned `Main` and `GodotAdvHost` domains
|
||||
isolated and the first three `GfxState` domains separated, move animation ownership next, preserving public types,
|
||||
commands, and generated output.
|
||||
isolated and the first four `GfxState` domains separated, move presentation ownership next, preserving public
|
||||
types, commands, and generated output.
|
||||
Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
|
||||
not replace Phase B gameplay validation or the open cross-platform gates.
|
||||
|
||||
Reference in New Issue
Block a user