feat(render) Campaign FW3.2b-2: the walk shadow probe (I5 pattern)
ACDREAM_PROBE_WALK_SHADOW=1 (documented row; throwaway - dies with the flip commit) runs the PRODUCTION retail frame walk per frame in shadow over the FW3.1 registries - WalkProductionFrameContext from the live camera, SetViewer recentring, interior rooting via LoadedCell.Walk - and prints one [walk-shadow] divergence line per frame whose visited cell set differs from the old path (main flood + look-ins), plus a loud PROBE FAULT line on any exception. No draws change. This is the I5 dual-shadow pattern applied to the FW3 static cutover: it proves the production walk world data live and quantifies old-vs-walk divergence before any pixel moves. CellVisibility joins the renderer plumbing as the walk cell registry. Suites: full Release build 0 warnings; hermetic 6,753/0; LaunchOptionsDocumentationTests green (both directions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -517,7 +517,8 @@ internal sealed class FrameRootCompositionPhase
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// data, published/retired with each landblock by the
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// render publisher (FW3.1).
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live.LandblockPipeline.RenderPublisher?.WalkBuildings,
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live.LandblockPipeline.RenderPublisher?.WalkLandscape),
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live.LandblockPipeline.RenderPublisher?.WalkLandscape,
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d.CellVisibility),
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retailPViewPassExecutor,
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retailPViewPassExecutor),
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retailPViewCells,
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