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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@ -9,6 +9,10 @@
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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<InternalsVisibleTo Include="AcDream.Content.Tests" />
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</ItemGroup>
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<ItemGroup>
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<!-- MP1a: the inline DXT decode moved from ObjectMeshManager uses these
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exact versions (mirror AcDream.App.csproj — keep in lockstep). -->
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