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Separate engine validation lanes from tool validation and define affected-engine-surface testing rules - PR_26146_002-engine-test-lane-separation
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docs/dev/PROJECT_INSTRUCTIONS.md

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@@ -344,6 +344,34 @@ Prefer targeted validation:
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Tool tests may use games that exercise the refined tool as targeted fixtures only; do not expand those checks into broad game validation unless the PR changes game/runtime behavior.
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### Engine Test Lane
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The engine test lane validates engine/shared runtime behavior independently from tool validation.
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Engine runtime changes require engine validation before tool validation.
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Shared runtime/framework changes may trigger broader validation when they affect multiple engine surfaces, tools, games, or samples.
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PRs that change engine/shared runtime or framework code must name the affected engine surface in the validation plan.
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Affected engine surfaces include:
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- rendering pipeline
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- asset loading
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- input systems
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- audio runtime
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- physics/runtime timing
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- shared manifest/runtime parsers
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Tool tests must not validate unrelated engine behavior.
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Workspace V2 tests validate contract behavior only; they are not engine-runtime acceptance tests.
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Targeted tool tests remain the primary default for tool-only PRs.
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Affected game fixtures are optional targeted validation only.
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Samples are never implicit validation gates.
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Every PR must document:
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- whether full samples test was skipped or run
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- reason for decision

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