Under -batchmode -nographics every compute kernel lookup fails with
"Kernel 'KInit' not found", which reads like a broken shader and is not
one: it cost one agent four reproductions and a wrong 'pre-existing
environmental regression' claim, and another agent a contradicting pass.
SystemInfo.supportsComputeShaders still reports true against the null
device, so the guard tests the device type.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
ShieldPanelCut3Verify.cs stands in for NUnit coverage the same way Cut 1 and
Cut 2's probes do (Tests.asmdef cannot see Assembly-CSharp). It builds an
envelope/prototype/interceptor rig purely in code and steps ShieldPanel's
private Update() by reflection, since Cut 1 removed [ExecuteAlways] and
Update() otherwise never runs in edit mode. It needs GPU access, so unlike
Cut 1/2's probes it runs without -nographics.
Checks: same-frame injection (D17), the gate staying open on the following
frame (D20), reuse striking the existing panel and eroding its minimum temper,
pool exhaustion holding the cap with no allocation once full, null-guarded
Absorb, no rebuild across a pool return/reuse cycle (driven directly via
OnEnable/OnDisable reflection, since Object.Instantiate's OnEnable is not
synchronous in every context this runs in), and the D21 Penrose/Hex density
ratio at radius 1.5/3/5/10.
mutation_tests_shield_panel_cut3.py mutates each rule Cut 3 establishes back
to its pre-fix or pre-rule shape and asserts the probe goes red naming it,
plus a no-op control. Kept separate from _cut1.py/_cut2.py (each owns its own
cut's rules) and from mutation_tests.py (the item-provenance cut's headless
dotnet runner, no path to a Unity batchmode check).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>