feat(O-T2): extract pure stateless helpers to AcDream.Core.Rendering.Wb
Verbatim copy of 5 WorldBuilder files into src/AcDream.Core/Rendering/Wb/: - TextureHelpers.cs (pixel-format decoders, Chorizite Lib) - SceneryHelpers.cs (scenery transforms, Chorizite Lib) - TerrainUtils.cs, TerrainEntry.cs, CellSplitDirection.cs (WB.Shared Landscape) Namespace migrated from WorldBuilder.* / Chorizite.OpenGLSDLBackend.Lib to AcDream.Core.Rendering.Wb per O-D11. [MemoryPackable] stripped from TerrainEntry per O-D10 (we don't serialize the struct). Updated 3 source files + 1 test file to import from the new namespace. Verbatim discipline (O-D1): only namespace + MemoryPack attribute changed. All algorithm bodies byte-identical to upstream. Note: TextureHelpers omits IsAlphaFormat() and GetCompressedLayerSize() because those reference Chorizite.Core.Render.Enums.TextureFormat, a type that has no path into AcDream.Core without adding an unwanted NuGet dep. Neither method is called from Core or the test suite; the omission is safe. Verified on main checkout: dotnet build green (0 errors), dotnet test green — Failed: 8, Passed: 1147, Skipped: 0, Total: 1155 (baseline maintained). TextureDecodeConformanceTests (9/9) pass byte-for-byte after namespace swap. AcDream.Core project alone builds green in this worktree (App-layer failures are pre-existing, blocked by empty WB submodule, addressed in Tasks 3+4). Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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using Chorizite.OpenGLSDLBackend.Lib;
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using AcDream.Core.Rendering.Wb;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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