docs(architecture): close GameWindow slice 6

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Erik 2026-07-22 03:54:11 +02:00
parent e91f310279
commit 9512404e25
9 changed files with 182 additions and 46 deletions

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@ -24,17 +24,19 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## Current queue — 2026-07-21
## Current queue — 2026-07-22
- **Active structural work:** `GameWindow` decomposition. Selection/interaction
ownership, live animation presentation, and complete live-session ownership
are landed; Slice 4 live-entity App integration is next in
- **Active structural work:** `GameWindow` decomposition. Slices 16 are
complete; `GameWindow.OnUpdate` is one typed orchestration handoff and the
class is 7,026 lines / 241 fields / 108 methods. Slice 7 draw-frame
orchestration is active in
[`docs/architecture/code-structure.md`](architecture/code-structure.md).
This is the behavior-preserving prerequisite before new M4 feature bodies.
- **Separate rendering gate:** `#225`, lifestone/particle alpha ordering. Its
connected performance, lifetime, and unattended portal routes pass.
- **Carried behavior debt:** `#153` far-teleport unstreamed-edge arrival and
`#116` slide response. TS-50/TS-51 are tracked in the divergence register.
`#116` slide response. TS-50/TS-51/TS-53 are tracked in the divergence
register.
- **Deferred visual fidelity:** `#226` retail landscape detail overlay.
- **Build hygiene:** `#228` records 17 clean-Release test-project warnings;
production compilation and all tests pass.