fix(world): match retail portal passage and exit warp
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11 changed files with 355 additions and 28 deletions
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@ -609,10 +609,21 @@ and no world point lights for this pass. Chat, gameplay windows, toolbar,
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cursor, and input continue normally above it. The synthetic object never
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enters `LiveEntityRuntime`, collision, picking, radar, or server GUID state.
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`TeleportViewPlaneController` is the App-layer projection adapter for retail
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`SmartBox::SetOverrideFovDistance` / `Render::set_vdst`. It captures the active
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game projection at teleport begin, then applies the same table-eased
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view-plane distance and near plane to the portal and world viewports through
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the four fade states. Portal camera direction is a roll around its local AC
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`+Y` forward axis, so the animated scene remains a passage rather than yawing
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away from it. Destination placement also calls the retail chase camera's
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`set_viewer(player, reset_sought=1)` equivalent; the normal damped/swept camera
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path then re-extends from the arriving player.
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The destination residency gate supplies retail's `EndTeleportAnimation` edge
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once asynchronous streaming is ready. Player placement remains authoritative
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and separate from presentation; arrival does not reset the character animation
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sequence. See `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
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and separate from presentation; arrival resets camera viewer state but does
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not reset the character animation sequence. See
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`docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
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## Roadmap Model
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