Expose live mod actors and difficulty and support dense event queries
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# Rust engine and validation
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## 17 October 2026: live mod snapshots and dense-event queries
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World callbacks now receive `difficulty` and the addressed enemy's current `actor`
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snapshot, including damage, movement and removal committed by earlier callbacks.
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Dense enemy snapshots exposed Rhai's recursive map limit: even an ordinary query
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could reject a 24-enemy event. The bounded limit is now 16,384 properties; existing
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operation, command and serialized-state limits remain unchanged.
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All 45 modding tests pass, including all four difficulties, save/RNG continuation,
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stale callbacks, 64-enemy queries and oversized intermediate/output rejection.
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Linux and Windows executables are rebuilt. Menu and two original-mission 1080p
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SDL captures are byte-identical across the change (6,220,800 pixels compared).
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Windows execution is verified separately by the post-push native workflow.
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Rust is the default engine. The Rust binary never calls or embeds the C++ engine. SDL2 provides window/input/controller/audio services. Simulation and the validation CLI build without SDL2. The retained C++ checkout is optional reference material.
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| Module | Responsibility |
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