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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@ -2,6 +2,7 @@ using System.Numerics;
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using AcDream.Core.Terrain;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using AcDream.Core.Content;
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using DatReaderWriter.Enums;
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namespace AcDream.Core.Meshing;
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@ -50,7 +51,7 @@ public static class GfxObjMesh
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/// normals (and potentially different UVs via <c>NegUVIndices</c>).
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/// </para>
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/// </remarks>
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public static IReadOnlyList<GfxObjSubMesh> Build(GfxObj gfxObj, DatCollection? dats = null)
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public static IReadOnlyList<GfxObjSubMesh> Build(GfxObj gfxObj, IDatObjectSource? dats = null)
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{
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// One bucket per (surface-index, isNeg) pair. Negative-side triangles
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// always land in a different bucket than their positive counterparts
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