fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
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@ -5,9 +5,12 @@
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**Currently working toward:** **M3 — "Cast a spell." M2 — "Kill a drudge"
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LANDED 2026-07-15.** The complete connected melee/missile, death/loot,
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inventory, and item-giving demo is user-gated. The shared projectile/effect
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foundation is hardened through Step 9 and its single-client visual gate passes.
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Next is the connected F.5 component-book/favorite-bar visual gate, followed by
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cast/enchantment presentation and the two-client portal/observer VFX gate.
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foundation is hardened through Step 9. Spellbook/component-book filtering,
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favorite spell bar, connected casting/enchantment effects, and portal-space
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presentation have passed their single-client visual gates. The corrective bounded
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render/resource-lifetime integration passed its seven-destination connected
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stress gate without a crash or cumulative collapse. The remaining M3 visual
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requirement is the final two-client portal-out/materialize observer gate.
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Carried:
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#145-residual, #116 slide-response, R6/TS-42, and Track MP0.
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@ -285,6 +288,11 @@ as ad-hoc rework. Rule 2's freeze still binds all NON-MP work. MP runs in
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dedicated side-track sessions; the M1.5 critical path wins every conflict,
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and MP4 is hard-queued behind #137.
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The 2026-07-18 repeated-portal lifetime repair is a freeze-allowed corrective
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change, not a resumption of Track MP. It keeps the current renderer and visual
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ranges while balancing owners, bounding residency, and fence-delaying physical
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GPU reuse; MP's pak/ECS/throughput redesign remains parked.
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**Dungeon support (Phase G.3, issue #133) — SHIPPED.** The original
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premise here (terrain-less dungeon landblocks unsupported anywhere in the
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streaming/load/render/physics pipeline) was refuted at design time
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