checkpoint: preserve user-gated FW closeout fixes
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22 changed files with 1005 additions and 198 deletions
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@ -271,9 +271,10 @@ the transformed DAT `SortCenter`; only adjacent compatible entries may batch.
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Billboard particle textures are resident bindless `sampler2DArray` handles in
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the per-instance vertex ABI, so different textures preserve that sorted order
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inside one instanced draw; only a DAT blend-mode boundary splits the run. This
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keeps dense particle fields from becoming one GL draw per alternating texture.
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`RetailPViewRenderer` drains the landscape scope before the optional depth
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clear, and `GameWindow` drains the final scope before private viewports/UI.
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keeps dense particle fields from becoming one Vulkan draw per alternating
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texture. `WalkFrameDriver` drains the landscape and world scopes at the exact
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alpha barriers emitted by `RetailFrameWalk`; the frame orchestrator reaches
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private viewports/UI only after the world stream completes.
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Sky and sealed off-screen render targets remain independent. No DAT reader,
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mesh decoder, or second scene graph was introduced. Retail anchors:
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`CPhysicsPart::UpdateViewerDistance` `0x0050E030`,
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@ -281,7 +282,10 @@ mesh decoder, or second scene graph was introduced. Retail anchors:
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`CShadowPart::insertion_sort` `0x006B5130`,
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`D3DPolyRender::AddMeshToAlphaList` `0x0059C230`, and
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`D3DPolyRender::FlushAlphaList` `0x0059D2E0`. The modern per-cell-order and
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EnvCell-shell residual is tracked explicitly as AP-34.
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EnvCell-shell residual is tracked explicitly as AP-34. WorldBuilder does not
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choose visible cells, portal slices, or cross-cell order: it receives the
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walk's ordered records and GPU clip slots and performs asset preparation plus
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order-preserving Vulkan batching only.
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**Retail portal-space viewport adapter (2026-07-15).**
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`src/AcDream.App/Rendering/PortalTunnelPresentation.cs` uses the extracted
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