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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@ -1,5 +1,6 @@
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using System.Numerics;
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using AcDream.Core.Rendering.Wb;
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using AcDream.Core.Content;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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@ -50,7 +51,7 @@ public static class SceneryGenerator
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/// see <c>docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md</c>.
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/// </summary>
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public static IReadOnlyList<ScenerySpawn> Generate(
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DatCollection dats,
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IDatObjectSource dats,
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Region region,
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LandBlock block,
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uint landblockId,
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@ -71,7 +72,7 @@ public static class SceneryGenerator
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public static bool IsRoadVertex(ushort raw) => (raw & 0x3u) != 0;
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private static IReadOnlyList<ScenerySpawn> GenerateInternal(
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DatCollection dats,
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IDatObjectSource dats,
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Region region,
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LandBlock block,
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uint landblockId,
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