fix(ui): restore radar, retail wield switching, and protection meshes
Late-bind radar snapshots to the canonical LiveEntityRuntime maps so the retained radar survives bootstrap and session replacement instead of capturing empty sentinels. Route paperdoll drops through the retail AutoWield blocker transaction. Move conflicting held weapons, shields, explicit jewelry destinations, and mismatched ammo to the backpack one authoritative confirmation at a time; preserve compatible arrows when switching to melee. Render mode-1 and no-degrade particle GfxObjs as their authored modern-pipeline meshes, retain Always2D billboards, interleave both paths back-to-front, balance emitter mesh ownership, and fail safely on corrupt DAT material metadata. This restores the closed apex on Armor Self/protection effects. Retain Studio fixture controller lifetimes, add installed-DAT and adversarial regression coverage, synchronize retail research/divergence bookkeeping, and pass all three review tracks plus the full Release suite. Co-Authored-By: Codex <noreply@openai.com>
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26 changed files with 1361 additions and 141 deletions
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@ -42,6 +42,7 @@ public sealed class ParticleSystem : IParticleSystem
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int handle = _nextHandle++;
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var emitter = new ParticleEmitter
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{
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Handle = handle,
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Desc = desc,
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AnchorPos = anchor,
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AnchorRot = rot ?? Quaternion.Identity,
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@ -176,6 +176,12 @@ public struct Particle
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/// </summary>
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public sealed class ParticleEmitter
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{
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/// <summary>
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/// Stable logical identity assigned by <see cref="ParticleSystem"/>.
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/// Render owners use it to keep DAT mesh references balanced with the
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/// emitter's logical lifetime; it is not a GPU resource identifier.
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/// </summary>
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public int Handle { get; init; }
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public EmitterDesc Desc { get; init; } = null!;
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public Vector3 AnchorPos { get; set; }
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public Quaternion AnchorRot { get; set; } = Quaternion.Identity;
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