perf(physics): reuse reset-complete transition scratch
Mirror retail's ten-deep LIFO transition lifetime, retain all query scratch with complete reset contracts, and remove Tier-0 enum boxing without changing collision decisions. Fresh and retained engines are bit-identical across the expanded oracle, while measured transition profiles now allocate 0 bytes per resolve.
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CLAUDE.md
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CLAUDE.md
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@ -154,15 +154,19 @@ complete. G4's 46,599-comparison automated gate has zero mismatches, the user
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accepted the physical-display visual matrix, and G5 removed the production
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`InteriorEntityPartition`. The ordinary production profile sustains 519.7 FPS
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with CPU/GPU p50 1.869/1.096 ms and 652.1/928.3 MiB working/private memory.
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The measured 22.34 KiB/frame remainder is assigned to Slice I1.
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The G5 profile's 22.34 KiB/frame remainder led into Slice I1. That slice is
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now complete: player, remote, projectile, camera, and grounded
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walkable-publication profiles each measure 0 B/resolve, with bit-identical
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fresh-vs-reused results and complete reset/reentrancy gates.
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Slice H's retained UI/frame, bounded-light, and pooled/borrowed/direct network
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work is complete; the exact seven-checkpoint connected lifecycle/reconnect gate
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passes. Slice I is active at I1 from
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passes. Slice I is active at I2 from
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`docs/plans/2026-07-25-modern-runtime-slice-i.md`. The exact G4 visual rollback
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is `git revert ef1d263337997bb030eadb7b8e71d73dc659907a`; do not revert G3 or
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the portal-warmup corrections. Evidence:
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`docs/research/2026-07-25-slice-h-closeout.md` and
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`docs/research/2026-07-25-slice-g5-production-profile.md`.
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`docs/research/2026-07-25-slice-g5-production-profile.md` and
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`docs/research/2026-07-25-slice-i1-transition-scratch.md`.
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**Structural prerequisite before new M4 subsystem work:** all eight
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behavior-preserving `GameWindow` decomposition slices and the automated
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