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 DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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using AcDream.Core.Physics;
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using AcDream.Core.Content;
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namespace AcDream.Core.Meshing;
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@ -75,7 +76,7 @@ public static class MotionResolver
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/// </summary>
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public static IdleCycle? GetIdleCycle(
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Setup setup,
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DatCollection dats,
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IDatObjectSource dats,
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IAnimationLoader animationLoader,
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uint? motionTableIdOverride = null,
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ushort? stanceOverride = null,
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@ -123,7 +124,7 @@ public static class MotionResolver
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public static AnimationFrame? GetIdleFrame(
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Setup setup,
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DatCollection dats,
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IDatObjectSource dats,
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IAnimationLoader animationLoader,
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uint? motionTableIdOverride = null,
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ushort? stanceOverride = null,
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@ -148,7 +149,7 @@ public static class MotionResolver
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/// </summary>
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private static (Animation, AnimData)? ResolveIdleCycleInternal(
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Setup setup,
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DatCollection dats,
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IDatObjectSource dats,
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IAnimationLoader animationLoader,
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uint? motionTableIdOverride,
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ushort? stanceOverride,
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