refactor(render): extract typed retail pview passes
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13 changed files with 1888 additions and 841 deletions
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@ -24,7 +24,7 @@ port, or resource-lifetime redesign.
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- [x] D — extract frame-data classification and reusable world scratch without
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duplicating live identity, spatial, visibility, or resource ownership; then
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run the dependent audio, sky, lighting, and listener preparation.
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- [ ] E — replace `RetailPViewDrawContext`'s callback bag with a typed
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- [x] E — replace `RetailPViewDrawContext`'s callback bag with a typed
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`RetailPViewPassExecutor` and data-only inputs.
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- [ ] F — extract `WorldSceneRenderer`, including both shared-alpha scopes,
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PView/fallback world branches, particles, debug world draw, and completion.
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@ -426,6 +426,22 @@ Retail, architecture, and adversarial corrected-diff reviews are clean.
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- verify no executor operation rebuilds portal visibility or retains a borrowed
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frame result across calls.
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Completed 2026-07-22. `RetailPViewRenderer` is now the retail visibility and
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ordering owner only; `RetailPViewPassExecutor` owns the concrete clip upload,
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EnvCell/entity, landscape, portal depth, particle, alpha, and diagnostic pass
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implementations. The old callback bag and broad window closures are gone.
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`WorldRenderDiagnostics` now owns every PView print-on-change signature and
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probe sink, while a focused terrain-diagnostics controller preserves the
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shared five-second terrain/frame publication transaction across fallback and
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PView draws. Real `DrawInside` fixtures cover outdoor, interior-exit,
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no-outside, entity/static/dynamic particle, transparent-shell, look-in, and
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second-call scratch-reset behavior; structural tests pin concrete forwarding,
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no delegate/back-reference leakage, no borrowed frame/result retention, and
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early shutdown withdrawal. `GameWindow.cs` is 5,303 raw lines, 66.3% below the
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15,723-line campaign baseline. Release build and the complete suite pass
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(7,295 passed / 5 skipped). Retail, architecture, and adversarial
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corrected-diff reviews are clean.
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### F — world scene owner
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- extract alpha/selection/particle-visibility begin/end and the normal-world
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