Merge main (gene system G1-G5, phases C-D) into the multiplayer branch
Main independently adopted the engine Core/Host split in G1, so the scene adaptations conflicted with identical changes here — resolved in main's favor (its scenes also carry the gene-driven world). Kept from this branch: BootScene's --connect path into MultiplayerScene, the buildAtlases switch in GameContent.Load (with the Task.Run lambda fix its optional parameter requires), net.* localization keys, and the Net/Server/Web projects in the solution. Program.cs now has both CLI modes: --check-content (main) and --connect (here). The engine pointer lands on d044caf, which linearly contains both lines of work. Verified on the merged tree: 366 engine tests pass, --check-content reports genes/traits intact, and a live --listen server replicates moving pawns to the probe. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -67,6 +67,10 @@
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"plant.stage.sprout": "sprout",
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"plant.stage.sapling": "sapling",
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"plant.stage.mature": "mature",
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"product.wood": "wood",
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"product.grass": "grass",
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"product.berry": "berries",
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"product.acorn": "acorn",
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"pawn.being": "being",
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"pawn.bear": "bear",
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"pawn.deer": "deer",
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@@ -67,6 +67,10 @@
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"plant.stage.sprout": "всходы",
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"plant.stage.sapling": "саженец",
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"plant.stage.mature": "взрослое",
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"product.wood": "древесина",
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"product.grass": "трава",
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"product.berry": "ягоды",
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"product.acorn": "жёлудь",
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"pawn.being": "житель",
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"pawn.bear": "медведь",
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"pawn.deer": "олень",
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