fix #203: preserve animation on appearance updates
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**Created:** 2026-05-10, opening move of the ISSUE #53 retry session.
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**Purpose:** enumerate every code path that writes to `WorldEntity.MeshRefs` (the dispatcher's load-bearing per-entity input) and every adjacent state read by `WbDrawDispatcher.ClassifyBatches` / model-matrix composition, classify each as STATIC or DYNAMIC, and design the cache invalidation surface BEFORE touching renderer code.
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> **Superseded detail (2026-07-11):** this historical audit described
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> `0xF625 ObjDescEvent` as despawn + respawn. That was an acdream implementation
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> artifact, not retail behavior, and caused animation state to freeze after
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> equip/unequip. Appearance updates now mutate the existing entity and invalidate
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> its classification cache in place, matching
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> `CPhysicsObj::DoObjDescChangesFromDefault`. Real despawns remain unchanged.
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This audit is the load-bearing prerequisite the prior Tier 1 attempt (commit `3639a6f`, reverted at `9b49009`) skipped. Cache design follows from the audit, not the other way around.
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