fix #203: preserve animation on appearance updates
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9 changed files with 237 additions and 22 deletions
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@ -292,6 +292,13 @@ Target state: every entity in the world — player, NPC, monster, lifestone,
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door, chest — becomes a `GameEntity`. The renderer iterates them and draws.
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The plugin API exposes them as `WorldEntitySnapshot`. GameWindow becomes thin.
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Lifecycle invariant in both the current split model and the target `GameEntity`:
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an `ObjDescEvent` changes appearance in place. It may replace resolved meshes,
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palette ranges, part overrides, and visual bounds, but it must preserve entity
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identity plus animation, motion, physics, collision, selection, and
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dead-reckoning owners. Only a real delete/despawn tears those owners down. This
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matches retail's `CPhysicsObj::DoObjDescChangesFromDefault` behavior.
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---
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## Per-Frame Update Order (current runtime)
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