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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@ -292,7 +292,8 @@ public sealed class RetailDatLoaderTests
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return;
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var loader = new RetailPhysicsScriptLoader(dats);
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using var boundedDats = new DatCollectionAdapter(dats);
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var loader = new RetailPhysicsScriptLoader(boundedDats);
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foreach (uint id in new[] { 0x33000AEAu, 0x33000AF8u })
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{
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