feat(rendering): compare the incremental shadow scene
Construct Slice F's non-drawing scene only for lifecycle automation, drain accepted static and live deltas at the final update boundary, and compare exact current-path fingerprints at cadence and checkpoints. Publish bounded mismatch, journal, index, digest, and memory evidence without changing normal launches or draw submission. Release: 8,211 passed, 5 skipped.
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21 changed files with 937 additions and 20 deletions
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@ -6,6 +6,7 @@ using AcDream.App.Input;
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using AcDream.App.Net;
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using AcDream.App.Physics;
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using AcDream.App.Rendering.Sky;
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using AcDream.App.Rendering.Scene;
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using AcDream.App.Rendering.Vfx;
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using AcDream.App.Rendering.Wb;
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using AcDream.App.Settings;
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@ -79,6 +80,7 @@ internal sealed record LiveShutdownRoots(
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LandblockStreamer? Streamer,
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EquippedChildRenderController? EquippedChildren,
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LiveEntityRuntime? LiveEntities,
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RenderSceneShadowRuntime? RenderSceneShadow,
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LivePresentationRuntimeBindings? PresentationBindings,
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DeferredEntityEffectAdvanceSource EffectAdvance,
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EntityEffectController? EntityEffects,
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@ -377,6 +379,9 @@ internal static class GameWindowShutdownManifest
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new ResourceShutdownStage("live entities",
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[
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Hard("live entity runtime", () => live.LiveEntities?.Clear()),
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Hard(
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"shadow render scene",
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() => live.RenderSceneShadow?.Dispose()),
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]),
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new ResourceShutdownStage("effect dispatch edges",
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[
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