docs(runtime): close projectile ownership
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11 changed files with 263 additions and 35 deletions
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@ -236,7 +236,9 @@ src/
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collision receipts, bodies/hosts/worksets
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RuntimeRemotePhysicsUpdater.cs -> presentation-free remote simulation
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RuntimeOrdinaryPhysicsUpdater.cs -> presentation-free object simulation
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-> J3–J4 and J5.1–J5.5 complete; J5.6 projectile runtime active
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RuntimeProjectile.cs -> canonical projectile component/prediction owner
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RuntimeProjectilePhysicsUpdater.cs -> presentation-free projectile simulation
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-> J3–J4 and J5.1–J5.6 complete; J5.7 cleanup/closeout active
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-> may reference Core, Core.Net, Content, and Plugin.Abstractions only
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-> must never reference App, UI, Silk.NET, OpenAL, Arch, or ImGui
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@ -486,9 +488,9 @@ versions, and exact tombstones. `RuntimeEntityRecord` is presentation-free.
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an App record. `MaterializeLiveEntity` claims the Runtime local ID and creates
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one graphical `LiveEntityRecord` sidecar in `LiveEntityProjectionStore`, keyed
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by exact `RuntimeEntityKey` (local ID plus `INSTANCE_TS`). The sidecar owns the
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App animation, remote-motion, projectile, hydration, and effect presentation
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state. `RuntimeEntityRecord` deliberately still carries the canonical
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`PhysicsBody`/physics-host facts until their coherent J5 move.
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App animation, hydration, and effect/render presentation state.
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`RuntimeEntityRecord` owns the canonical `PhysicsBody`, physics host, remote
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motion, projectile component, clocks, state, and full cell.
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Live `PhysicsDesc` effect fields replace Setup defaults on that same exact
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sidecar; rebucketing never recreates it.
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@ -517,8 +519,11 @@ MTS/jump/AP cadence lives in Runtime (`aa3f4a60`). One
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graph, transition scratch, shadow registry, typed collision admissions,
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canonical body/host/remote components, ordinary/remote worksets, simulation,
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and full-cell commits. App supplies prepared collision and animation/shape
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inputs, then projects committed snapshots (`7e6033d0`). J5.6 next moves the
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projectile component and prediction lifecycle.
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inputs, then projects committed snapshots (`7e6033d0`). The same Runtime
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physics owner now owns the canonical projectile component, exact-key workset,
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prediction/correction lifecycle, retail projectile simulation, and cell
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commits. App resolves immutable Setup/DAT collision shape data and projects
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committed render, shadow, and effect-pose results only (`2aee3356`).
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`GpuWorldState` owns spatial buckets only and retains the exact projection key
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through loaded/pending movement, landblock retirement/reload, origin recenter,
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