chore(render): delete dead ParticleBatcher chain (2026-07-24 audit review)
ParticleBatcher/ParticleEmitterRenderer/ActiveParticleEmitter (src/AcDream.App/Rendering/Wb/) are an earlier WorldBuilder-derived particle-preview design with zero live call sites: ParticleBatcher.Begin/AddParticle/Flush/End are only called from ParticleEmitterRenderer.Render, which is only called from ActiveParticleEmitter.Render, and `new ActiveParticleEmitter` has zero call sites anywhere in the repo (verified by grep across src/tests/tools). The only wiring was OpenGLGraphicsDevice.ParticleBatcher (property + null-init + Dispose) and a single assignment in WbMeshAdapter.cs. ParticleBatcher's constructor unconditionally allocated a ParticleInstance[65536] managed array (~3.5 MiB) plus a matching GPU instance buffer, a shader, a VAO, and 3 more GL buffers, none tracked by GpuMemoryTracker or ever drawn from. ParticleEmitterRenderer's per-particle-type physics (Particle::Init vector-space resolution, CalculatePosition integration) duplicates, without retail address citations, what src/AcDream.Core/Vfx/ParticleSystem.cs already implements with Particle::Init (0x0051c930) / Particle::Update (0x0051c290) citations and the same ParticleType switch — the production path (ParticleSystem.cs + AcDream.App/Rendering/ParticleRenderer.cs) supersedes it. No unique retail knowledge is lost. EmbeddedResourceReader.cs and the wb_particle.vert/frag shader sources are deleted alongside it: EmbeddedResourceReader's own doc comment says it exists solely so ParticleBatcher/ParticleEmitterRenderer can load WB-style shader resource names, and GetEmbeddedResource had no other caller in the repo. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> (cherry picked from commit 4afedafd085a5fadd1867418d3ec71610d9d15a7)
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@ -145,7 +145,6 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
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}
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});
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resources.Add("WB graphics device", graphicsDeviceRelease.Run);
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graphicsDevice.ParticleBatcher = new ParticleBatcher(graphicsDevice);
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// ConsoleErrorLogger surfaces WB's silently-caught exceptions
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// (ObjectMeshManager.PrepareMeshData try/catch at line ~589).
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meshManager = new ObjectMeshManager(
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