Social bar (Branch B): global resource with per-scene presence — Models/Socials.cs (19 services, icons, canonical URLs), Services/SocialValidator.cs (HTTP lookup validation seam), LayoutStore schema v7 (Socials + SocialEntry tables + Scene.HasSocialBar), MainViewModel (socials collection, AddSocial/RemoveSocial/ToggleSceneSocialBar commands, freemium cap YT+1, premium seam), MainWindow.xaml (footer Social button + [+/-] toggle on meter line, preview bar rendering top/bottom + LCR), 4 integration tests (roundtrip, empty-not-persisted, canonical URLs, icons), 85 tests passing, 0 warnings
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@@ -12,6 +12,7 @@ public class Scene : INotifyPropertyChanged
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private bool _isEditing;
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private bool _isHidden;
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private bool _hasBackdrop;
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private bool _hasSocialBar;
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public string Name
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{
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@@ -41,6 +42,16 @@ public class Scene : INotifyPropertyChanged
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set => Set(ref _hasBackdrop, value);
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}
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/// <summary>
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/// Whether the social bar plays on this scene. Toggled by the footer [+]/[-]
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/// control — the socials themselves are a global resource (see SocialsConfig).
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/// </summary>
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public bool HasSocialBar
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{
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get => _hasSocialBar;
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set => Set(ref _hasSocialBar, value);
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}
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/// <summary>
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/// The scene's rendered elements in z-order (back to front): multi-instance
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/// Sources plus this scene's webcam usage (<see cref="WebcamConfig"/>), if any.
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