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>
This commit is contained in:
Leonid Pershin
2026-06-13 04:23:51 +03:00
co-authored by Claude Fable 5
31 changed files with 2178 additions and 1150 deletions
+4
View File
@@ -67,6 +67,10 @@
"plant.stage.sprout": "sprout",
"plant.stage.sapling": "sapling",
"plant.stage.mature": "mature",
"product.wood": "wood",
"product.grass": "grass",
"product.berry": "berries",
"product.acorn": "acorn",
"pawn.being": "being",
"pawn.bear": "bear",
"pawn.deer": "deer",
+4
View File
@@ -67,6 +67,10 @@
"plant.stage.sprout": "всходы",
"plant.stage.sapling": "саженец",
"plant.stage.mature": "взрослое",
"product.wood": "древесина",
"product.grass": "трава",
"product.berry": "ягоды",
"product.acorn": "жёлудь",
"pawn.being": "житель",
"pawn.bear": "медведь",
"pawn.deer": "олень",