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>
This commit is contained in:
Erik 2026-07-18 21:35:16 +02:00
parent 3971997689
commit 749e8ceeb1
225 changed files with 29107 additions and 3914 deletions

View file

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