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Added
Gesture-hint service (🎯T170) — hand-gesture hint animations as an engine service. ge::hint::Player (<ge/hint.h>) compiles tap, double-tap, long-press, swipe, drag, pinch-zoom, and pinch-rotate into keyframed timelines over unit gesture space, with parametric trajectory (Params.from/to), display-rate-continuous motion, and event tags (contact, release, apex, hold-start, pinch-start/end) fired at exact timeline moments. Games consume the pointer states + tags with their own art (data-only tier) or call ge::hint::drawHand (<ge/hint_hand.h>) — a white-fill / black-outline / sticker-halo cartoon hand re-derived every frame from the skeleton as a smooth-min capsule SDF in a fragment shader: fingers blend into the palm, fingertip squashes on contact, the pinch hand scales with fingertip spread, fwidth AA at any zoom, no textures or cooked assets. Look knobs are hint.* Tweaks. Demonstrated both ways in sample/tiltbuggy (HINT=<kind>, HINT_STYLE=ring), locked by 10 new render-test goldens, unit-tested tag timing, verified on desktop Metal and the iOS simulator.
Perf HUD strip (🎯T173, engine side) — the dt/fps frame-stats box every ge game rebuilds is now ge::debug machinery with game-supplied segments: hudEnabled/setHudEnabled (independent GE_PERF_HUD latch), imperative per-frame-safe placement (setHudPlacement — four corner anchors + HudAnchor::Custom absolute position), setHudProvider for game segments appended after engine dt/fps, pure doctested hudLabel, translucent backing box for legibility. yourworld2 adopts it in a follow-up (T173 converging).
Notes
Prebuilt static libs recooked for all platforms + debug variants; ge_hint shader added to the prebuild cook (kept in sync with Module.mk).