feat(vfx): port retail effect scheduling and delivery
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28 changed files with 2473 additions and 691 deletions
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@ -232,8 +232,14 @@ instead of spread across `GameWindow`.
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latest accepted immutable CreateObject snapshot, owns the canonical local ID
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and optional runtime components, and separates logical registration from
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spatial projection. `ParentAttachmentState` is runtime-owned and keys unresolved
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relations by child and parent generation. A future general mixed packet queue
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still has to cover the non-Parent packet families tracked by divergence AD-32.
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relations by child and parent generation. `Rendering/Vfx/EntityEffectController`
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owns the focused mixed F754/F755 pending FIFO, effect profiles, typed-table
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resolution, and a readiness set; canonical ServerGuid-to-local-ID translation
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always stays in `LiveEntityRuntime`. `EntityScriptActivator` uses the same
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canonical `WorldEntity.Id` as rendering and physics; the disjoint static ID
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allocators fail fast instead of wrapping into another landblock's namespace.
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All other non-Parent packet
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families still need the future general queue tracked by divergence AD-32.
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---
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@ -295,7 +301,8 @@ retained owners. Top-level spawn publication is one-shot per incarnation, so
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leave/re-entry restores presentation without duplicating plugin event replay.
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**Remaining target:** the player-specific controller is still a separate
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aggregation, and AD-32 still tracks the future non-Parent mixed-packet queue.
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aggregation. The focused effect queue is shipped; AD-32 now tracks only the
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future non-effect, non-Parent packet queue.
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**Behavior change:** Spatial withdrawal and re-entry now preserve logical
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identity and active resources instead of replaying create-time effects.
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