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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@ -331,7 +331,6 @@ public class EntityClassificationCacheTests
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uint ibo, uint firstIndex, int indexCount, ulong texHandle)
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{
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var key = new GroupKey(
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Ibo: ibo,
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FirstIndex: firstIndex,
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BaseVertex: 0,
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IndexCount: indexCount,
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