feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend
The ImGui developer-tools stack (AcDream.UI.ImGui), UI Studio (src/AcDream.App/Studio), and the DevToolsFramePresenter/ SettingsDevToolsCompositionPhase ImGui composition machinery are removed. Vulkan never composed a DevTools frontend (DevToolsEnabled already forced false whenever the backend was Vulkan); this commit makes that permanent by deleting the only implementation rather than leaving a dead branch behind. What moved: Studio/SampleData.cs is a live production dependency (InteractionRetainedUiComposition's character-sheet fallback, plus three UI.Layout test files) - git mv'd to src/AcDream.App/UI/Layout/SampleData.cs, namespace AcDream.App.UI.Layout, and trimmed to the SampleCharacter API that is actually still called (BuildObjectTable/AddItem/AddEquipped/the item-guid and icon constants had zero callers left once the Studio fixture provider that used them was deleted). What survives as backend-neutral seams, per the tests that still exercise them: IDevToolsFrameLifecycle (moved into RenderFramePreparationController.cs, now always bound to null), IFramebufferDevToolsTarget/FramebufferDevToolsBinding in FramebufferResizeController.cs (its concrete DevToolsFramebufferTarget adapter is deleted), and IDevToolsGameplayCommands in GameplayInputCommandController.cs (DevToolsGameplayCommands becomes a documented no-op instead of forwarding to the deleted presenter). A follow-up re-homes Settings/Debug onto the retained UI through IPanelRenderer; until then keybind remapping falls back to editing keybinds.json. DevToolsEnabled is now `private const bool DevToolsEnabled = false`. RuntimeOptions.DevTools is unchanged and still reaches VulkanGraphicsContext for the optional debug-utils extensions; Program.cs now logs one line when ACDREAM_DEVTOOLS=1 explaining that the ImGui UI is gone and the flag is Vulkan-only now. Removed: AcDream.UI.ImGui (project + ImGui.NET/Silk.NET.OpenGL.Extensions.ImGui package refs), src/AcDream.App/Studio (minus SampleData.cs), DevToolsFramePresenter.cs and everything only it constructed (ISettingsDevToolsCompositionFactory, RetailSettingsDevToolsCompositionFactory, DevToolsCompositionOwner, IGameWindowSettingsDevToolsPublication, SettingsDevToolsOptionalDependencies, the "developer tools" shutdown-ledger stage and its DevTools-typed fields on IngressShutdownRoots/ RenderShutdownRoots), the ui-studio Program.cs verb, and the cimgui native manifest entries in GraphicalHostPlatformServices. GameWindow.cs's DevTools composition branch, its _vitalsVm/_debugVm/_devToolsComposition/ _devToolsFramePresenter/_devToolsCommandBus fields, and every settingsDevTools .DevTools?.* access across FrameRootComposition.cs/SessionPlayerComposition.cs are gone with it. Build green; complete Release solution suite 8,830 / 5 skips (App Tests 4,097/3 skips run standalone - one #250-family zero-allocation test flakes under the full parallel `dotnet test AcDream.slnx` run, a pre-existing, documented class unrelated to this change). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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48 changed files with 227 additions and 6201 deletions
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@ -433,16 +433,17 @@ internal sealed class FrameRootCompositionPhase
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// Campaign V slice V6j: no debug-line renderer on the Vulkan arm.
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// DrawAndPublish flushes it INSIDE the world phase and that
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// renderer opens its own pass, which the frame's one backbuffer
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// pass forbids. The collision-wireframe toggle is DevTools-only
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// and DevTools is not composed there, so nothing is lost —
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// composing it would throw on the first wireframe frame rather
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// than silently misdraw (plan §5.5.14 item 7).
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// pass forbids. The collision-wireframe toggle was DevTools-only
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// and the ImGui DevTools frontend is gone as of Campaign V slice
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// V11, so nothing is lost — composing it would throw on the
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// first wireframe frame rather than silently misdraw (plan
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// §5.5.14 item 7).
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gl is not null ? foundation.DebugLines : null,
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d.PhysicsEngine,
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d.PlayerMode,
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d.PlayerController,
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d.DebugVmRenderFacts,
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settings.DevTools is not null);
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debugVmConsumerActive: false);
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var worldScenePasses = new WorldScenePassExecutor(
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worldPassSurface,
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worldFrameGlState,
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@ -570,11 +571,15 @@ internal sealed class FrameRootCompositionPhase
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live.PaperdollPresenter,
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live.CreatureAppraisalPresenter),
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retainedGameplayUi,
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settings.DevTools?.Presenter,
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// The ImGui developer-tools frontend was removed at Campaign V
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// slice V11; this optional hook is unbound until a follow-up
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// re-homes it onto the retained UI (IDevToolsFrameLifecycle stays
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// as the seam).
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devTools: null,
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privateScreenshot);
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var framePreparation = new RenderFramePreparationController(
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renderFrameResources,
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settings.DevTools?.Presenter,
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devTools: null,
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renderWeatherFrame);
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IRenderFramePostDiagnosticsPhase postDiagnostics =
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renderSceneShadowComparison is not null
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@ -602,8 +607,7 @@ internal sealed class FrameRootCompositionPhase
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privatePresentation,
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live.FrameDiagnostics,
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postDiagnostics,
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(IRenderFrameFailureRecovery?)settings.DevTools?.Presenter
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?? NullRenderFrameFailureRecovery.Instance);
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NullRenderFrameFailureRecovery.Instance);
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Fault(FrameRootCompositionPoint.RenderRootCreated);
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var liveFrameCoordinator = new RetailLiveFrameCoordinator(
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