LandblockStreamer.HandleJob's near-payload check is "fail loud in Debug
builds and strip in Release" (its own comment, with a Debug.Assert at the
check). FarLoad_StripsEnvCellsAndPhysicsEvenWhenEntityListIsAlreadyEmpty
feeds a deliberately-buggy far factory to verify the Release strip — so
under Debug the assert fires, the test host's listener turns it into an
exception, and the job publishes Failed BY DESIGN. The test asserted the
Release outcome unconditionally and therefore failed on every full Debug
App run (found 2026-08-13 during the #385 session; every campaign gate
runs Release, which is why it never surfaced). It now asserts the Failed
result + assert message under DEBUG and the strip under Release. Verified
green in both configs; full Debug App suite 4,937/3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Make every App composition phase borrow one GameRuntime, retire the duplicate view/event adapters, and dispose the root only after its graphical borrowers release. This preserves synchronous UI commands while giving shutdown one exact ownership ledger.
Co-authored-by: OpenAI Codex <codex@openai.com>
Move the exact retryable shutdown manifest, typed root snapshot, terminal reporting, and native-window-last release out of GameWindow. Keep session and GPU convergence as hard barriers while reporting persistent physical callback cleanup without stranding dependent owners.
Co-authored-by: Codex <codex@openai.com>
Remove the legacy GameWindow apply path and make the concrete render, physics, and static publishers the only production owner graph. Serialize full-window retirement with shared-origin teleport and session boundaries so old coordinate-frame resources cannot survive into a new world or login.