docs(rendering): close retained-scene G5
Record the exact visual, route, lifecycle, production CPU/GPU/memory, and allocation evidence for retiring the normal InteriorEntityPartition. Reconcile the roadmap, milestones, shared session instructions, and Slice I handoff so the measured transition/query scratch remainder has one owner. Co-authored-by: OpenAI Codex <codex@openai.com>
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CLAUDE.md
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CLAUDE.md
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@ -114,7 +114,7 @@ user-gated. Deterministic world-lifecycle automation protects fresh login,
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outdoor/world-edge/dungeon travel, same-location revisit, exact graceful
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disconnect, and uncapped fresh-process reconnect with JSON/PNG artifacts.
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Release builds; the current performance-program checkpoint passes
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3,674 App tests / 3 skips and 8,158 complete-solution tests / 5 skips.
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3,826 App tests / 3 skips and 8,335 complete-solution tests / 5 skips.
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**M4 feature work order (paused while the authorized performance program
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executes):** the six-slice pre-M4 world-interaction completion
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@ -131,7 +131,7 @@ scarab/prismatic formula, DAT component icons, and authored 310 x 400 extent.
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**Current active engineering work:** complete Slices D–L of
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`docs/plans/2026-07-24-modern-runtime-architecture.md` under the recorded
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approval interlocks. Slices A–F and Slice H completed by 2026-07-25.
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approval interlocks. Slices A–H completed by 2026-07-25.
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Production world-mesh streaming now consumes the validated machine-local
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`acdream.pak` through `IPreparedAssetSource`; live DAT extraction remains
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explicit bake/equivalence/UI-Studio tooling. Capped, uncapped, dense-Arwic,
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@ -149,16 +149,20 @@ deterministic/resource suites, Release build, complete tests, capped/uncapped
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nine-stop routes, and pinned dense Arwic pass on exact binary `91e82c3c`.
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Every checkpoint converged without pending publication, retirement, upload,
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warmup, or class backlog. The user explicitly approved Slices F–L, including
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the F/G ECS and Slice J gameplay-owner gates, on 2026-07-24. G0–G4 are
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implemented and G4's 46,599-comparison automated gate has zero mismatches; its
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physical-display visual acceptance and G5 old-path deletion remain pending.
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the F/G ECS and Slice J gameplay-owner gates, on 2026-07-24. G0–G5 are
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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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Slice H's retained UI/frame, bounded-light, and pooled/borrowed/direct network
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work is complete; 8,292 Release tests / 5 skips and the seven-checkpoint
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connected lifecycle/reconnect gate pass. Slice I is active from
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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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`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`.
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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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**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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