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DavidQ
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docs: build advanced UX layer
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docs/dev/BIG_PICTURE_ROADMAP.md

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# 🎛️ TRACK D — DEBUG PRESETS (ACTIVE)
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# 🎛️ TRACK D — DEBUG PRESETS
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- [x] PLAN_PR_DEBUG_SURFACES_PRESETS
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- [ ] BUILD_PR_DEBUG_SURFACES_PRESETS
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- [x] BUILD_PR_DEBUG_SURFACES_PRESETS
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- [ ] APPLY_PR_DEBUG_SURFACES_PRESETS
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# 🧰 TRACK E — ADVANCED DEBUG UX
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- [ ] Preset persistence rules
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- [ ] Role-based presets
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- [ ] Panel grouping
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- [ ] Quick-toggle shortcuts
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- [ ] Command macros
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- [x] PLAN_PR_DEBUG_SURFACES_ADVANCED_UX
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- [.] BUILD_PR_DEBUG_SURFACES_ADVANCED_UX
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- [ ] APPLY_PR_DEBUG_SURFACES_ADVANCED_UX
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# 🎮 TRACK F — GAME INTEGRATION
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- [ ] Sample game uses full debug platform
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- [ ] Production-safe debug toggle
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- [ ] Toggle debug in production-safe mode
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- [ ] Performance-safe overlays
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- [ ] Build-time debug flags
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# 🏁 END STATE
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A full debug ecosystem:
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- Engine Core → contracts only
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- Engine Debug → platform
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- Standard Library → reusable baseline
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A complete system:
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- Engine Core → minimal contracts
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- Engine Debug → reusable platform
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- Standard Library → shared baseline
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- Presets → usability layer
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- Extensions → 3D, network, inspectors

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