refactor(world): extract live projection mechanics
Move appearance rebinding, collision construction, default-pose resolution, local shadow ownership, and exact leave-world presentation into focused owners. Preserve retail parent ordering with staged validation, committed recovery, recursive attached-subtree withdrawal, and retryable exact teardown across parent, pickup, position, unwield, and pose-loss edges. Co-Authored-By: OpenAI Codex <codex@openai.com>
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26 changed files with 4172 additions and 430 deletions
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@ -134,7 +134,7 @@ public sealed class LiveEntityAnimationPresenterTests
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replacementSetup.DefaultScale.Add(Vector3.One);
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fixture.Entity.MeshRefs = [new MeshRef(0x01000009u, Matrix4x4.Identity)];
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fixture.Entity.SetIndexedPartPoses([Matrix4x4.Identity], [true]);
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GameWindow.RebindAnimatedEntityForAppearance(
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LiveEntityAppearanceBinding.RebindAnimation(
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fixture.State,
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fixture.Entity,
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replacementSetup,
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@ -169,7 +169,7 @@ public sealed class LiveEntityAnimationPresenterTests
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var replacement = new Setup();
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replacement.Parts.Add(0x01000099u);
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replacement.DefaultScale.Add(Vector3.One);
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GameWindow.RebindAnimatedEntityForAppearance(
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LiveEntityAppearanceBinding.RebindAnimation(
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fixture.State,
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fixture.Entity,
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replacement,
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