docs(architecture): close GameWindow slice 6
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@ -24,17 +24,19 @@ What does NOT go here:
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- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
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- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
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## Current queue — 2026-07-21
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## Current queue — 2026-07-22
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- **Active structural work:** `GameWindow` decomposition. Selection/interaction
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ownership, live animation presentation, and complete live-session ownership
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are landed; Slice 4 live-entity App integration is next in
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- **Active structural work:** `GameWindow` decomposition. Slices 1–6 are
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complete; `GameWindow.OnUpdate` is one typed orchestration handoff and the
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class is 7,026 lines / 241 fields / 108 methods. Slice 7 draw-frame
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orchestration is active in
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[`docs/architecture/code-structure.md`](architecture/code-structure.md).
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This is the behavior-preserving prerequisite before new M4 feature bodies.
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- **Separate rendering gate:** `#225`, lifestone/particle alpha ordering. Its
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connected performance, lifetime, and unattended portal routes pass.
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- **Carried behavior debt:** `#153` far-teleport unstreamed-edge arrival and
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`#116` slide response. TS-50/TS-51 are tracked in the divergence register.
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`#116` slide response. TS-50/TS-51/TS-53 are tracked in the divergence
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register.
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- **Deferred visual fidelity:** `#226` retail landscape detail overlay.
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- **Build hygiene:** `#228` records 17 clean-Release test-project warnings;
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production compilation and all tests pass.
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