Merge branch 'claude/hopeful-darwin-ae8b87' — Phase A.5 SHIP + Quality Preset system
Phase A.5 — Two-tier Streaming + Horizon LOD shipped. Headline: 2.3 km terrain horizon (radius=4 near + 12 far) with off-thread mesh build, fog blend at N₁, mipmaps + 16x AF, MSAA 4x + A2C foliage, depth-write audit, BUDGET_OVER diag, Quality Preset system (Low/Medium/ High/Ultra) with env-var overrides + F11 mid-session re-apply. ~999 tests pass, 8 pre-existing physics/input failures unchanged. Two structural-to-A.5 bug fixes shipped post-T26: - Bug A (9217fd9): far-tier worker strips entities (T13/T16 had only wired the controller side; far-tier was loading full entity layers, ~71K entities instead of ~10K, 5x perf regression). - Bug B (0ad8c99): WalkEntities scratch list reused across frames (was 480 KB / frame allocation). Tier 1 entity-classification cache attempted as polish (3639a6f), reverted (9b49009) — broke animation by caching mutable per-frame state. Retry deferred to post-A.5 polish phase (ISSUE #53). Deferred to post-A.5 polish: - Tier 1 retry with animation-mutation audit (ISSUE #53) - Lifestone missing visual (ISSUE #52) - JobKind plumbing through BuildLandblockForStreaming (ISSUE #54) - Tier 2 (static/dynamic split) + Tier 3 (GPU compute cull) — separate multi-week phases. Roadmap at docs/plans/2026-05-10-perf-tiers-2-3-roadmap.md. SHIP commit:9245db5.
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