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Store asset paths with forward slashes, and actually run the Windows …
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#25:
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Fix the ARM64 gate: emulate the architecture, don't cross-install it
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#24:
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P14: recorder in the game, and the ARM64 gate in CI
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#23:
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P14: deterministic replay — the foundation and its three fixes
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#22:
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Correct two stale coverage claims in EDITOR.md
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#21:
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UI: the top bar — spec v2 is now implemented
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#20:
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UI: settings panel, collider overlay, and the three guardrail dialogs
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#19:
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UI: three-tab palette, collider fields, texture picker
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#18:
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UI: the editor's visual language and the status line
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#17:
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UI: route every editor mutation through the command stack
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#16:
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Spec v2 asks: paint strokes as one undo step, settings as commands
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#15:
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Fix: pressing Play silently cleared the unsaved-changes flag
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#14:
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Add the editor surface brief for Design
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P13: asset browser — scanning and texture assignment
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#12:
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P13: prefab templates, unsaved-changes tracking, first-save backup
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#11:
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P13: collider editing that actually persists
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P13: undo/redo command stack
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#9:
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P13: the whole scene file is now editor-writable
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#8:
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P13: scene entities now save, with stable identity
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#7:
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Add CLAUDE.md with Deep's preference for simple, readable replies
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P13: scene-JSON writer, round-trip test first
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#5:
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Give the test suites portable scratch paths and a stable working dire…
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#4:
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Link SDL2main on Windows and give test mains an SDL-compatible signature
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#3:
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Fix stack-use-after-scope in two test suites and the MSVC vcpkg path
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#2:
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Import Ember v1.0.3: 2D engine, editor, sandbox, and test suite
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#1:
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