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docs/dev/roadmaps/MASTER_ROADMAP_HIGH_LEVEL.md

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# MASTER ROADMAP — HIGH LEVEL (v7 ADDITIVE)
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# MASTER ROADMAP - HIGH LEVEL (v7 ADDITIVE)
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## Status Key
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- [x] complete
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## 5. Debug Platform & Ecosystem
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### Track A — Debug Foundation
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### Track A - Debug Foundation
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- [x] Dev Console (input + command execution)
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- [x] Debug Overlay (visual panels)
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- [x] Console ↔ Overlay Boundary
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- [x] Operator Commands (control surface)
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- [x] Panel Persistence
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### Track B — Promotion To Engine Layer
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### Track B - Promotion To Engine Layer
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- [x] PLAN_PR_DEBUG_SURFACES_PROMOTION
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- [x] BUILD_PR_DEBUG_SURFACES_PROMOTION
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- [x] APPLY_PR_DEBUG_SURFACES_PROMOTION
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### Track C — Standard Debug Library
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### Track C - Standard Debug Library
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- [x] PLAN_PR_DEBUG_SURFACES_STANDARD_LIBRARY
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- [x] BUILD_PR_DEBUG_SURFACES_STANDARD_LIBRARY
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- [x] APPLY_PR_DEBUG_SURFACES_STANDARD_LIBRARY
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### Track D — Debug Presets
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### Track D - Debug Presets
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- [x] PLAN_PR_DEBUG_SURFACES_PRESETS
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- [x] BUILD_PR_DEBUG_SURFACES_PRESETS
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- [x] APPLY_PR_DEBUG_SURFACES_PRESETS
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### Track E — Advanced Debug UX
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### Track E - Advanced Debug UX
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- [x] PLAN_PR_DEBUG_SURFACES_ADVANCED_UX
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- [x] BUILD_PR_DEBUG_SURFACES_ADVANCED_UX
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- [x] APPLY_PR_DEBUG_SURFACES_ADVANCED_UX
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### Track F — Game Integration
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### Track F - Game Integration
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- [x] PLAN_PR_DEBUG_SURFACES_GAME_INTEGRATION
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- [x] BUILD_PR_DEBUG_SURFACES_GAME_INTEGRATION
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- [x] APPLY_PR_DEBUG_SURFACES_GAME_INTEGRATION
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- [x] Performance-safe overlays
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- [x] Build-time debug flags
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### Track G — Network / Multiplayer Debug
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### Track G - Network / Multiplayer Debug
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- [x] Connection status panel
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- [.] Latency / RTT panel
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- [ ] Replication state viewer
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- [ ] BUILD_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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- [x] APPLY_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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### Track H — 3D Debug Support
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### Track H - 3D Debug Support
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- [.] Transform inspector
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- [x] BUILD_PR_DEBUG_SURFACES_3D_SUPPORT
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- [x] APPLY_PR_DEBUG_SURFACES_3D_SUPPORT
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- [ ] Collision overlays
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- [ ] Scene graph inspector
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### Track I — Inspectors & Tooling
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### Track I - Inspectors & Tooling
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- [x] Entity inspector
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- [x] Component inspector
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- [x] State diff viewer
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- [x] Timeline debugger
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- [x] Event stream viewer
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### Track J — Engine Maturity
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### Track J - Engine Maturity
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- [x] Stable debug API
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- [x] Plugin system
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- [x] External documentation
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---
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## 7. Phase 13 — Network Concepts, Latency & Simulation
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## 7. Phase 13 - Network Concepts, Latency & Simulation
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### Track N — Network Sample Foundation
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- [x] Sample A — Local Loopback / Fake Network
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### Track N - Network Sample Foundation
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- [x] Sample A - Local Loopback / Fake Network
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- [x] Synthetic connection lifecycle
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- [x] Synthetic RTT feed
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- [x] Synthetic replication feed
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- [x] Trace event feed
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### Track O — Host / Client Sample
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- [x] Sample B — Host / Client Diagnostics
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### Track O - Host / Client Sample
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- [x] Sample B - Host / Client Diagnostics
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- [x] Host status panel data
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- [x] Client status panel data
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- [x] Authority / ownership visibility
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- [x] Replication snapshot visibility
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- [x] Divergence warning surface
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### Track P — Divergence / Trace Sample
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- [x] Sample C — Divergence / Trace Validation
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### Track P - Divergence / Trace Sample
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- [x] Sample C - Divergence / Trace Validation
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- [x] Deterministic mismatch scenario
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- [x] Event sequencing timeline
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- [x] Divergence explanation notes
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- [x] Reproduction guide
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- [x] Validation checklist
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### Track Q — Network Debug Panels
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### Track Q - Network Debug Panels
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- [x] Connection status panel
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- [.] Latency / RTT panel
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- [ ] Replication state viewer
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- [x] Client/server divergence inspector
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- [x] Event tracing panel
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### Track R — Network Debug Commands
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### Track R - Network Debug Commands
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- [ ] network.help
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- [x] network.status
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- [x] network.latency
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- [x] network.trace
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- [.] network.sample.*
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### Track S — Readiness To Promote
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### Track S - Readiness To Promote
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- [.] Sample-backed provider validation
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- [.] Sample-backed panel validation
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- [.] Operator command validation
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- [ ] Debug-only gating validation
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- [ ] Promotion recommendation
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### Track T — Server Dashboard
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### Track T - Server Dashboard
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- [ ] Server dashboard shell
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- [ ] Player statistics view
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- [ ] Latency view
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- [ ] Refresh/update strategy
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- [ ] Debug-only access rules
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### Track U — Server Containerization
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### Track U - Server Containerization
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- [x] Dockerfile for server
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- [x] .dockerignore
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- [x] Environment variable contract
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## 11. Productization & Distribution
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### Track P — Product Samples / Demonstrations
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### Track P - Product Samples / Demonstrations
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- [x] Asteroids Debug Showcase
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- [x] Breakout Debug Showcase
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### Track Q — UX Polish
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### Track Q - UX Polish
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- [x] Debug toggle indicator
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- [x] Default preset auto-load
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- [x] Open Debug Panel button
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- [x] Inline mini help
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### Track R — Distribution And Packaging
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### Track R - Distribution And Packaging
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- [x] Showcase landing page
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- [x] Build packaging strategy
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- [x] Asset bundling rules
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### Track S — Documentation And Adoption
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### Track S - Documentation And Adoption
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- [x] Debug tour
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- [x] Getting started guide
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- [x] Example-driven docs
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- [ ] Basic Collision Sample
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### Core Sample Track (1601–1608)
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- [ ] 1601 — 3D Cube Explorer
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- [ ] 1602 — 3D Maze Runner
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- [ ] 1603 — First Person Walkthrough
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- [ ] 1604 — 3D Platformer
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- [ ] 1605 — 3D Driving Sandbox
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- [ ] 1606 — 3D Physics Playground
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- [ ] 1607 — 3D Space Shooter
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- [ ] 1608 — 3D Dungeon Crawler
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- [ ] 1601 - 3D Cube Explorer
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- [ ] 1602 - 3D Maze Runner
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- [ ] 1603 - First Person Walkthrough
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- [ ] 1604 - 3D Platformer
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- [ ] 1605 - 3D Driving Sandbox
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- [ ] 1606 - 3D Physics Playground
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- [ ] 1607 - 3D Space Shooter
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- [ ] 1608 - 3D Dungeon Crawler
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### Advanced 3D Samples
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- [ ] 1610 — Lighting Demo
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- [ ] 1611 — AI Navigation Demo
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- [ ] 1612 — Large World Streaming Demo
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- [ ] 1610 - Lighting Demo
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- [ ] 1611 - AI Navigation Demo
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- [ ] 1612 - Large World Streaming Demo
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### 3D Capability Requirements
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- [ ] 3D rendering
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- [.] Expand testing/validation structure
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### Later Capability Lanes
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- [ ] FEATURE: Fullscreen Bezel Overlay System — Render game in full screen with optional bezel artwork layer (static or animated) surrounding the active playfield, preserving aspect ratio and supporting per-game/theme bezel assets without modifying core engine rendering.
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- [ ] FEATURE: Fullscreen Bezel Overlay System - Render game in full screen with optional bezel artwork layer (static or animated) surrounding the active playfield, preserving aspect ratio and supporting per-game/theme bezel assets without modifying core engine rendering.
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### Later Capability Lanes
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- [ ] Execute 2D capability polish lanes

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