Game line names across languages; RSubtitle; editor in three columns
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@@ -103,6 +103,10 @@ copy per voice language) is filtered the same way, so the sound list never mixes
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- Shipped CSVs per archive (names, categories, characters, original size + checksum) make loading instant and
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enable change detection; any other build is scanned at runtime (header reads only, cached).
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- Verified speakers come only from the user's lists; name-based character inference is kept in a separate field.
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- Speech sounds are named after the game's line (speech event), not after their position in the WAD entry:
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the WEMs of an entry are stored in media-ID order and every language has its own media IDs, so position i
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is a different line in each language (75 % of the multi-variation lines). Line names make names, speaker
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labels, mod packages and subtitles agree across languages.
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- Category scheme: `docs/categories.md`.
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## 6. Repository cleanup choices
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