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Add World Vector Studio and Object Vector Studio as copied First-Class Tool V2 starter surfaces while keeping Primitive Skin Editor and Vector Map Editor intact.
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## Changes
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- Copied `tools/templates-v2/` into `tools/world-vector-studio-v2/`.
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- Copied `tools/templates-v2/` into `tools/object-vector-studio-v2/`.
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# Skin Editor
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Deprecated: use Object Vector Studio for ships, enemies, pickups, actors, and reusable gameplay entities. Primitive Skin Editor remains available for existing workflows and has not been renamed or deleted.
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Skin Editor is a visual-plus-JSON skin workflow tool for:
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# Vector Map Editor
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Deprecated: use World Vector Studio for terrain, tile/world geometry, layered scenes, level/environment layout, and parallax/background structures. Vector Map Editor remains available for existing workflows and has not been renamed or deleted.
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High-level overview for 'Vector Map Editor' under 'tools/Vector Map Editor/'.
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<mainclass="wrap">
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<sectionclass="hero">
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<h1>Vector Map Editor: How To Use</h1>
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<pclass="subtitle">Detailed workflow with practical steps and control guidance.</p>
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<pclass="subtitle">Deprecated: use World Vector Studio for terrain, tile/world geometry, layered scenes, level/environment layout, and parallax/background structures.</p>
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</section>
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<sectionclass="section">
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<h2>Details</h2>
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<divclass="card">
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<p><strong>Deprecated:</strong> Vector Map Editor remains available for existing workflows and has not been renamed or deleted.</p>
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<p>Vector geometry authoring tool for map layout, collision review, and runtime export workflows.</p>
Object Vector Studio is a First-Class Tool V2 surface for ships, enemies, pickups, actors, and reusable gameplay entities.
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The tool folder was copied from `tools/templates-v2/` for `PR_26132_001-add-world-object-vector-studios`. It keeps the copied template CSS and modular control structure intact while giving the new studio its own first-class tool id: `object-vector-studio-v2`.
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## Scope
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- Ships and player/enemy actor vectors.
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- Pickups, hazards, projectiles, and reusable gameplay entities.
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- Entity-oriented vector object previews.
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- Reusable actor/object art structures for game manifests and future tool payloads.
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## Runtime Notes
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- The current implementation is the copied Tool Template V2 shell with Object Vector Studio naming and documentation.
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- JavaScript and CSS remain external.
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- The copied `docs/CONTROL_SERVICE_CONTRACTS.md` and `docs/BATCH_GUARDRAIL_CONTRACT.md` remain the local implementation contracts.
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- Primitive Skin Editor and Vector Map Editor remain available, but their active tool tiles are marked deprecated in favor of the new studio split.
Batch operations process repeated work across real discovered inputs. A First-Class Tool V2 batch flow must be explicit, observable, and safe to resume or diagnose.
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## Discovery Rules
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- Discover real files and directories.
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- Never assume numeric folder sequences.
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- Missing discovered candidates are logged as `SKIP`, not `FAIL`, unless the missing item is the selected single input.
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- Logs must identify the resolved input path or identifier for every item.
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## Per-Item Logging
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Every item must log exactly one terminal outcome through the tool logger:
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-`OK`: item completed and wrote or updated the expected output.
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-`WARN`: item completed with a recoverable warning.
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-`FAIL`: item failed with an actionable error.
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-`SKIP`: item was intentionally skipped.
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Per-item logs must include the item identifier and the reason for `WARN`, `FAIL`, or `SKIP`.
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## Failure Isolation
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- One item failure must not stop the batch unless the failure is global.
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- Global failures include missing required configuration, unavailable repo access, invalid destination root, or a cancelled run.
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- Batch processors must keep processing remaining discovered items after item-level `FAIL` or `SKIP` outcomes.
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## Summary Contract
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Every batch run must finish with a summary that includes:
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-`written`
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-`failed`
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-`skipped`
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-`warnings`
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The summary must match the per-item log outcomes.
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## Stop/Cancel Contract
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Long-running batches must support a stop or cancel pattern when applicable.
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- Stop/cancel requests must prevent new items from starting.
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- Already-running item work should finish or fail safely.
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- Cancelled remaining items should be logged as `SKIP` or another clearly documented non-success outcome.
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- The final summary must make cancellation visible.
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## No Silent Fallback
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Batch processors must not invent default inputs, substitute fallback targets, or claim success when a fallback or partial result occurred.
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