The Sprite/Transform cluster (112 pairs) was every board painter
racing every other one. Two structural moves:
- BoardVisuals set (card_plugin): all card/marker painters run as ONE
deterministic chain in data-flow order — layout refinement → card
authority (sync_cards_on_change) → flip anims → shadows → highlights
→ stock indicators → resize snapping → corner labels — with
LayoutSystem::UpdateOnResize ordered before the whole set and the
table plugin's marker painters chained after it. Paint order is now
identical every frame instead of scheduler-dependent.
- UiTextFx set (ui_theme): chrome text effects (score pulse/floater,
streak flourish, modal enter, focus-ring pulse) animate Transform on
UI entities only; they are declared ambiguous with BoardVisuals and
with each other — the entity domains are disjoint by construction.
All chain members are cheap and change-gated; sequential execution is
not a measurable cost for a card game. Existing ordering constraints
(fan-frac before sync, shadows after sync, snap after collect) are
preserved inside the chain.
Baseline ratchets 171 → 47. Remaining: long tail of small subjects
(input, event writers, AutoCompleteState, HudVisibility).
Refs #143
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>