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- One common set per content profile, shared by every match and the loadout menu; a restart over the same map keeps its images and static geometry. - Weapons resolve as families: attachments are chosen from each game's own tables, checked, and composed into prepared configurations with their first-person skeleton assembled once. - Sessions end through one teardown and one process exit; retired resources are dropped on a worker, not the frame. - Sound is captured by the walks that already read each zone. - A loading screen that reports what the load is doing. - Tests live only in crates/approved_tests (heavy_gameplay_lifecycle); publish-check refuses them anywhere else. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>