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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@ -37,14 +37,15 @@ public sealed record DisplaySettings(
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ParticleRange ParticleRange)
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{
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/// <summary>Values used on first launch / when settings.json is absent.
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/// Geometry/render defaults preserve the pre-L.0 runtime state — Resolution
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/// matches the WindowOptions startup size (1280×720), FieldOfView
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/// matches camera FovY (60°), VSync matches WindowOptions (false),
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/// Geometry defaults preserve the pre-L.0 runtime state: Resolution
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/// matches the WindowOptions startup size (1280×720) and FieldOfView
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/// matches camera FovY (60°). VSync defaults on so normal rendering is
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/// synchronized to the active monitor, while
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/// ShowFps matches retail's initially-hidden SmartBox FPS readout.</summary>
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public static DisplaySettings Default { get; } = new(
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Resolution: "1280x720",
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Fullscreen: false,
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VSync: false,
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VSync: true,
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FieldOfView: 60f,
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Gamma: 1.0f,
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ShowFps: false,
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