perf(rendering): retire production entity partition
Route production meshes and attached particles from the exact retained PView frame ranges, while keeping the former WorldEntity partition only for standalone tests and explicit diagnostic/oracle probes. Copy retained source/count facts before arena release so world diagnostics no longer require the old partition. Record the accepted G4 visual gate and open the exact G5 production matrix. Co-authored-by: OpenAI Codex <codex@openai.com>
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@ -108,11 +108,13 @@ publication, retirement, upload, warmup, or resource backlog. Capped/uncapped
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CPU p99 is 34.7%/30.4% below Slice A and maximum frame allocation is
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84.7%/82.2% lower. The user explicitly approved Slices F–L, including both
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the F/G ECS and Slice J gameplay-owner gates, on 2026-07-24. Slice F and
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G0–G4 are implemented and G4's automated gate has zero mismatches. The portal
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scheduling/private-viewport/ACE-revisit correction passed visually while the
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retained draw cutover was temporarily reverted, so `20f9fadb` reapplies the
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cutover over those fixes for the pending connected retained-path re-gate. G5
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deletion and production-only profiling remain gated on that pass. Slice H is
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G0–G4 are complete: G4's automated gate has zero mismatches and the user
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accepted the corrected retained-path portal/revisit matrix on 2026-07-25.
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G5 cleanup is active; normal production now routes meshes and attached
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particles from the retained frame product without building the old
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`InteriorEntityPartition`. Focused route tests, 3,825 App tests / 3 skips,
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and 8,334 solution tests / 5 skips pass. The exact production-only
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performance/lifecycle matrix remains before G5 closeout. Slice H is
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complete: retained UI/frame work, exact bounded light selection, and
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pooled/borrowed/direct network I/O pass 8,292 Release tests / 5 skips and the
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seven-checkpoint connected lifecycle/reconnect gate. Slice I is active under
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