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Per-client scene/GUI scopes: variant shadowing and scope-local removal
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#758
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Aug 11, 2026
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Per-client scene/GUI scopes: variant shadowing and scope-local removal
#758
brentyi
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Commits on Aug 8, 2026
Add e2e tests pinning cross-scope (server vs client handle) semantics
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Commits on Aug 9, 2026
Document the ephemeral-client contract
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Enforce cross-scope scene name rules; fix world-axes per-client handle
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Remove client.scene.world_axes; world axes are server-owned only
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Add design doc: (owner, name) scene-node identity
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Rework identity design doc: variant slots with client-wins display
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Design doc: scope-local cascade + unconditional virtual anchors
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Implement (owner, name) scene-node identity with client-wins shadowing
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Add pixel-level e2e tests for cross-scope shadowing
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Simplify and clean up the cross-scope shadowing implementation
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Keep the virtual-anchor marker out of add_frame's public signature
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Cleanup batch: pointer coexistence, dead-client unification, container guard, panel badges, docs
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Commits on Aug 10, 2026
GUI containers: allow client elements inside server containers
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Harden cross-scope GUI nesting: context-restore fix + test pyramid
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Fix missing get_client_handle import in floating-panel e2e test
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Fix 10 cross-scope regressions found by review + regression-hunt passes
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Simplify pass over the regression fixes
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Address final review pass: disconnect drag drain, task-local contexts
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Fix review pass 3 findings: per-name owner routing, teardown races
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Fix CI: batched visibility recompute broke in the parking refactor
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Harden new cross-scope e2e tests against CI timing
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Fix review pass 4: wire-order across mid-batch flips, warning hygiene
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Observe wire pose, not the render loop, in the coexistence e2e wait
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Format SceneTreeState.test.ts (prettier gate)
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Add cross-version recording fixture + server-registry leak test
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Address review pass 5 + harden drag e2e tests for CI contention
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Drop redundant store wait in _wait_drag_ready (pass 6 cleanup)
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