refactor(settings): own two-phase runtime settings
Move pre-window loading, startup application, live settings mutation, toon context, quality reapply, and SettingsVM loans behind one RuntimeSettingsController. Preserve retail command behavior, ordered target publication, draft semantics, and retryable failure convergence while removing duplicate GameWindow state and feature bodies. Co-authored-by: Codex <codex@openai.com>
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@ -27,13 +27,14 @@ What does NOT go here:
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## Current queue — 2026-07-22
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- **Active structural work:** `GameWindow` decomposition. Slices 1–7 are
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complete; Slice 8 checkpoints A–F now own native callbacks, live-session
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complete; Slice 8 checkpoints A–G now own native callbacks, live-session
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composition, world-environment state, reversible device input/raw pointer,
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physical framebuffer publication, gameplay action priority, typed commands,
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and the retained-root item-drop edge outside the shell.
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the retained-root item-drop edge, and two-phase runtime settings outside the
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shell.
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`GameWindow.OnUpdate` and `GameWindow.OnRender` are typed orchestration
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handoffs and the class is 4,057 lines / 198 fields / 54 methods. Remaining
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Slice 8 settings/resource/composition/shutdown
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handoffs and the class is 3,663 lines / 162 fields / 37 methods. Remaining
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Slice 8 resource/composition/shutdown
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cleanup 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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