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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@ -829,11 +829,15 @@ Current movement/collision ownership:
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routers; Slice 4 moved hydration, teardown, inbound authority, network
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updates, and reusable motion-runtime policy over canonical
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`LiveEntityRuntime`. Slices 5–7 complete landblock presentation and the
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update/render frame graphs. Slice 8 checkpoints A–F now own the native
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update/render frame graphs. Slice 8 checkpoints A–G now own the native
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callback shell, live-session composition, world environment, reversible
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input/pointer lifetime, physical framebuffer publication, the sole gameplay
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action-priority graph, typed commands, and the retained-root item-drop edge.
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Two-phase runtime settings is the next checkpoint. The reconciled ledger and sequence live in
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action-priority graph, typed commands, the retained-root item-drop edge, and
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two-phase runtime settings. `RuntimeSettingsController` is the sole settings
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persistence/current-state owner, supplies the immutable pre-window snapshot,
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applies startup pacing/display/FOV/audio once, and later borrows complete
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runtime targets without replay. Explicit resource ownership and frame slots
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are the next checkpoint. The reconciled ledger and sequence live in
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`docs/architecture/code-structure.md`. This decision does not reclassify the
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remaining L.2 conformance work or Track LH.
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