Files
BT411/engine
arcattackandClaude Opus 4.8 66f22fb923 Wait screen: hard cutoff at first real scene present (handoff flicker)
The launch handoff (LoadingMission -> RunningMission) could interleave
the idle wait-overlay presents with the first real game frames (user
report: "the wait screen is still there when game graphics come up").
gBTSceneHasPresented latches at the render path's Present; ExecuteIdle
stands down permanently once set -- the overlay can never paint over
(or alternate with) live graphics.  Permanent one-shot/1Hz [waitscreen]
diagnostics record the active paint path, the scene-live moment, and
idle paints.

Verified: 70-frame 0.5s capture across the handoff -- 54 wait frames,
then game frames with at most ONE ambiguous frame at the cut (was
repeated interleaving); no black frames.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-22 16:49:40 -05:00
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