Every push runs the gate, the editor suite and the three games on the Gitea runner, so a local full run only costs four minutes of waiting. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -810,10 +810,11 @@ full suite takes about four minutes that way. `tools/lib/browser.mjs` therefore
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machine down. (`--use-angle=gl` and `--use-gl=egl` measure cheaper still, but get no WebGL context at
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all, so the app never renders.)
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**Run it here by default.** With the GPU in use the full suite costs about four minutes and roughly 0.8 of the
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four cores of this box (60% renderer, 18% GPU process, load ~1.0), which it carries fine. While one
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step is being worked on, `GM_STEPS` keeps a run to seconds – take the whole suite before a commit,
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or when a change touches drawing, the widget toolkit or anything else every step sees.
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**Leave the full run to CI.** Every push runs the whole proof on the runner (see *Continuous
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integration*), so locally take only what the change needs: the gate, plus the step that covers it –
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`GM_STEPS` keeps that to seconds. The whole suite works here too and costs about four minutes and
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roughly 0.8 of the four cores of this box (60% renderer, 18% GPU process, load ~1.0), but four
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minutes of waiting buys nothing the push does not give.
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**`./e2e.sh start` runs the suite detached**, in a transient `game-maker-e2e.service`, and returns at
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once; output goes to `logs/e2e-<date>_<time>.log` (gitignored) and ends in `=== E2E EXIT n ===`.
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