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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225 changed files with 29107 additions and 3914 deletions
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@ -45,7 +45,7 @@ public sealed class UiScrollablePanel : UiPanel
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public void ClearContent()
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{
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foreach (var child in Children.ToArray())
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foreach (var child in ChildrenBackToFrontSnapshot())
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RemoveChild(child);
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_baseTops.Clear();
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ContentHeight = 0;
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