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validating

The whole job of checking a scene is right, in the order the steps pay off: ask the engine what is already broken, read the data back, render the pass that answers each question, judge motion over time and gameplay in play, look at what a pixel costs, show the overlays for things with no appearance of their own, run the world's tests, and do it twice.

Carries the rule a lit frame cannot give you — take the z-fighting pass over every scene, because two surfaces at one depth look correct in every still and shimmer the moment anything moves.

A subskill of scenes — open it with agent_skill { name = "scenes/validating" }.