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Build and Verification Entries

Run from the repository root. The tasks below are listed with the evidence they provide; this does not mean the current documentation pass re-ran client or GPU acceptance. Model selection, configuration and output paths for a specific topic are in the matching API reference.

JVM And Release Checks

./gradlew :modules:modelling:modelUnitTest
./gradlew :modules:formula:test
./gradlew renderingReleaseCheck

modelUnitTest runs the modelling tests on a plain JVM/JUnit setup, avoiding the NeoForge dedicated-server launcher. When CMake is configured for the current platform, the Box3D native tests are included; without native build capability the matching tags are excluded. Local PMX/glTF asset tests also depend on a local fixture, so a skipped result for a missing optional asset cannot count as real-asset verification.

renderingReleaseCheck covers Gradle plugin tests, shader tests/assemble, render-core/render-opengl assemble, the modelling JVM tests, contentTesting compilation and the jar/source/javadoc artifacts, plus library assemble. That task is not the same as running a real Minecraft world or running every standalone GL regression.

Standalone OpenGL Harness

./gradlew :modules:modelling:renderGlTest
./gradlew :modules:modelling:renderPreview
./gradlew :modules:modelling:renderBench

These tasks start a standalone OpenGL context. Shaders, upload, framebuffer, GPU readback and timer queries run on the current platform; they do not by themselves prove the same results on Minecraft, Sodium/Iris or another platform. For cloud-field scene selection see Volumetric clouds API.

Development Client

./gradlew :modules:modelling:runClient -PkasugaTestModel=mmd
./gradlew :modules:modelling:runClientHeadless \
  -PkasugaClientDirectory=/absolute/path/to/isolated-client \
  -PkasugaQuickPlayWorld=world-view-test

A Quick Play save must already exist under saves/ in the isolated directory; use a dedicated test world or a copy. runClientHeadless is still a full client: hidden by default on desktop platforms, EGL by default on Linux; for driver requirements see headless API.

Content Reference
MMD/glTF models, native ragdoll model runtime entry points, configuration/deployment
Full GUI and pixel-by-pixel checks of the final output Frame Output
Cameras, shared timeline and windows Camera Animation, multi-camera
Alpha/OIT submit order and debug buffers Alpha/OIT
World UI free cursor, text, scrolling, and dragging World UI Input
Multi-layer sky and a single cloud Volumetric clouds

Recording The Verification Scope

A verification record should state the compile/JVM, native physics, standalone GL, real-client and platform/renderer combinations separately. Reports, screenshots and logs record the run date, hardware, configuration, task and success marker; historical records keep their original dates, and old JFR samples, a successful build or standalone-scene GPU time must not be read as the current game FPS or as an all-platform compatibility conclusion.