fix(streaming): retire stale portal-region entities
Port retail's 25-second leave-visibility lifetime over canonical live records, retaining spatially resident and owned entities while using the conservative ACE visibility envelope for nonresident records. Route expiry through the normal generation-safe F747 teardown so animations, effects, physics, and render owners unwind symmetrically. Replace the append-only modern mesh buffer with coalescing vertex/index ranges and upload each mesh's vertices once instead of once per material. Released zero-reference meshes can now reuse GPU ranges after portal and cache churn. A connected five-region round trip returned animation ownership to baseline, recreated the starting region on revisit, and held normal FPS. Release build succeeds and all 5,927 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
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@ -558,9 +558,11 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar.
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- **Missile/portal VFX campaign Step 6 implemented and independently reviewed 2026-07-14.** Pure Core now owns the retail projectile clock/integration/sweep primitive: 0.2-second catch-up quanta, 50-unit/second clamp, final-state acceleration, world-space omega, complete 3-D AlignPath, scaled Setup-local collision spheres, terrain/BSP/object continuous sweeps, exact `OBJECTINFO::missile_ignore`, self-shadow rejection, elastic/inelastic response, and correct full-cell rebasing across loaded landblocks. App live ownership and authoritative corrections remain Step 7. TS-2 is retired; ordinary missiles add PathClipped but not PerfectClip, so AP-83/AP-91 remain dormant.
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- **Missile/portal VFX campaign Step 7 implemented and independently reviewed 2026-07-14.** `ProjectileController` now attaches the Step 6 body to the canonical `LiveEntityRecord` after materialization and advances arrows, bolts, and spell missiles without another GUID map, renderer registration, or stale-spawn reconstruction. It commits predicted frames through `WorldEntity.SetPosition`, republishes static effect roots, and keeps collision shadows plus canonical full-cell buckets synchronized. A predicted crossing into an unloaded bucket suspends the body and shadow in that same quantum; pending/pickup residence retains the shadow registration for exact re-entry, and hydration plus the 96-unit retail activity gate restart at the current clock without backlog. Fresh State/Vector/Position/Movement packets correct or stop the same body after retail timestamp gates; SetState reaches the canonical body before optional projectile acquisition, and a non-finite local receipt clock cannot consume first classification. Removing Missile retains ordinary active-body physics (delegating to MovementManager when present), while both owners share the body and incarnation-scoped live-record cell. CreateObject vectors are installed only at body construction, never replayed by later SetState. Delete, reset, and GUID reuse use normal logical teardown; ACE remains authoritative for impact, damage, effects, and deletion.
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- **Missile/portal VFX campaign Step 8 implemented and independently reviewed 2026-07-14.** `LiveEntityRuntime` now distinguishes raw server PhysicsState from retail's side-effect-derived final state, beginning from constructor state `0x00400C08` and applying `set_state` in Lighting → NoDraw → Hidden order. `LiveEntityPresentationController` keeps Hidden objects logically alive while suppressing root mesh, collision, picking, radar, status, and new target acquisition; typed `PS_Hidden`/`PS_UnHide` plays remain DAT-driven, direct equipped children inherit NoDraw, particles/lights survive, and repeated/stale state cannot replay a transition. A normal visible CreateObject never fabricates UnHide. Effect-owner preparation is separate from pending F754/F755 replay so construction-state effects always run first. Remote fresh-teleport/cell-less placement now executes the exact ordered `teleport_hook` action bundle and a full-cell hard placement before contact/airborne routing, preventing an airborne correction from restoring the old location. Projectile Hidden state pauses the retained body without consuming its active identity or accumulating a clock backlog. TS-43 is retired; AP-69 remains because the separate 25-second/384-metre liveness cull is still unported.
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- **Missile/portal VFX campaign Step 8 implemented and independently reviewed 2026-07-14.** `LiveEntityRuntime` now distinguishes raw server PhysicsState from retail's side-effect-derived final state, beginning from constructor state `0x00400C08` and applying `set_state` in Lighting → NoDraw → Hidden order. `LiveEntityPresentationController` keeps Hidden objects logically alive while suppressing root mesh, collision, picking, radar, status, and new target acquisition; typed `PS_Hidden`/`PS_UnHide` plays remain DAT-driven, direct equipped children inherit NoDraw, particles/lights survive, and repeated/stale state cannot replay a transition. A normal visible CreateObject never fabricates UnHide. Effect-owner preparation is separate from pending F754/F755 replay so construction-state effects always run first. Remote fresh-teleport/cell-less placement now executes the exact ordered `teleport_hook` action bundle and a full-cell hard placement before contact/airborne routing, preventing an airborne correction from restoring the old location. Projectile Hidden state pauses the retained body without consuming its active identity or accumulating a clock backlog. TS-43 is retired; AP-69 remains for exact ObjCell-PVS/preview-retention parity after the 2026-07-18 liveness port.
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- **Missile/portal VFX campaign Step 9 automated hardening implemented and independently reviewed 2026-07-14; final two-client visual gate pending.** A deterministic 96-owner App fixture drives canonical missiles and effect owners through projectile updates, repeated DAT-effect scheduling, loaded↔pending↔loaded landblock churn, light/particle withdrawal and recovery, accepted deletes, same-GUID generation reuse, never-created F754 queues, and session reset. It asserts balanced logical render registration and zero residual records/bodies/projectiles, spatial buckets/rescues, shadows (including suspended registrations), effect profiles/packets, PhysicsScript FIFOs/anchors/delayed calls, particle bindings/logical IDs/render-pass owners, poses, light-controller/sink/manager owners, and stale record component references. A companion twelve-cycle gate drives exact recall motion `0x10000153` through AnimationSequencer/CallPES, Hidden, deferred remote placement, hydration, and UnHide; a second 96-owner `EntitySpawnAdapter` gate balances actual mesh-adapter reference counts without GL. The pass fixed undrained persistent rescue retention, delayed stale visibility edges, GUID-scoped teardown, create resurrection after a nested delete/reset, non-atomic resource registration, double teardown from a re-entrant session-clear callback, observer failure stranding later visibility edges, and stale outer projection transactions overwriting callback-created replacements. Teardown now removes exact projection references and generation/local-ID owners, uses per-GUID/session lifetime epochs plus per-record projection tokens, drains visibility fan-out before aggregating failures, and finishes or supersedes canonical commits before surfacing observer errors. Core remains GL/backend-free, panels remain on UI abstractions, and projectiles still draw through ordinary `WbDrawDispatcher` live-entity submission rather than a global projectile pass. AP-69 and TS-49 remain; AP-83/AP-91 now explicitly describe only a future mover that enables PerfectClip.
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- **Portal lifetime/performance correction 2026-07-18; user visual gate pending.** `LiveEntityLivenessController` ports retail's 25-second leave-visibility destruction queue over canonical live records, cancels expiry for spatially resident or owned objects, and uses holtburger's conservative 384-unit envelope where ACE supplies no client-visible PVS leave event. Expiry reuses the exact generation-safe F747 teardown. The modern `GlobalMeshBuffer` now uploads vertices once per mesh and owns coalescing vertex/index ranges released by zero-reference LRU eviction. A connected five-region route returned animation ownership to baseline, reclaimed/reused GPU ranges, recreated the starting region on revisit, and prevented the prior persistent 3–12 FPS collapse. AP-69 is narrowed rather than retired because exact ObjCell PVS and explicit preview lifetimes remain.
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**Reference docs:** `docs/research/retail-ui/00-master-synthesis.md` + slices 01-06. Every AC-specific behavior has a decompiled FUN_ / DAT_ citation.
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**Acceptance:** chat messages display in a retail-style panel, health/stamina/mana orbs fill correctly, attributes panel shows player stats, inventory opens with drag-drop working, and sound plays on hit/footstep.
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