chore: re-pin content onto the island v1.1 batch - #333
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87a8ade -> e4c58c0f78f2e0e949c625697c3f5b04df125aff Carries content #29 (the flock walks out of the pen), #32 (three actor nameplates the widened l10n inventory now requires) and #33 (untrack the absolute-path symlink). Ordering, established by measurement rather than assumed: this must land BEFORE #317. A sidecar row the engine does not inventory is tolerated (built green against today's main), but an inventory key with no sidecar row is DW0180 and hard — so new-engine-with-old-content reds, and old-engine-with- new-content does not. The pin therefore leads the engine here. Note this is the OPPOSITE of the #260/content#21 ordering, where PrefabMeta's deny_unknown_fields made engine-first the only safe order: the direction is a property of the change, never a rule of the repo.
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87a8ade→e4c58c0f78f2e0e949c625697c3f5b04df125aff, carrying content #29 (flock), #32 (three actor nameplates), #33 (untrack the absolute-path symlink).Why this must land before #317, measured
A sidecar row the engine does not inventory is tolerated; an inventory key with no sidecar row is
DW0180and hard. Verified by building the island with today'smainengine against the new content: exit 0, noDW0180/DW0181.So old-engine + new-content is green, new-engine + old-content is red — the pin leads the engine for this change. Landing #317 first would red
mainon thecampaign buildsrequired check.Worth recording that this is the opposite of the #260 / content#21 ordering, where
PrefabMeta'sdeny_unknown_fieldsmade engine-first the only safe order. The direction is a property of the change, not a rule of the repo, and it has to be established each time rather than remembered.