feat(physics): define deterministic flat collision assets
Add immutable indexed physics and containment BSP records, exact-bit polygon and Setup payloads, separated CellStruct/topology ownership, and iterative positive-before-negative flattening. Reject malformed graphs and ranges, and prove source identity over synthetic edge cases and installed retail DAT samples without cutting production traversal over.
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CLAUDE.md
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CLAUDE.md
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@ -157,16 +157,21 @@ with CPU/GPU p50 1.869/1.096 ms and 652.1/928.3 MiB working/private memory.
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The G5 profile's 22.34 KiB/frame remainder led into Slice I1. That slice is
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now complete: player, remote, projectile, camera, and grounded
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walkable-publication profiles each measure 0 B/resolve, with bit-identical
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fresh-vs-reused results and complete reset/reentrancy gates.
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fresh-vs-reused results and complete reset/reentrancy gates. Slice I2 is also
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complete: immutable physics/containment BSP, polygon, Setup, bounds, and
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EnvCell-topology records preserve source float bits and ordering across
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synthetic corruption gates and representative installed DATs without changing
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production traversal.
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Slice H's retained UI/frame, bounded-light, and pooled/borrowed/direct network
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work is complete; the exact seven-checkpoint connected lifecycle/reconnect gate
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passes. Slice I is active at I2 from
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passes. Slice I is active at I3 from
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`docs/plans/2026-07-25-modern-runtime-slice-i.md`. The exact G4 visual rollback
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is `git revert ef1d263337997bb030eadb7b8e71d73dc659907a`; do not revert G3 or
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the portal-warmup corrections. Evidence:
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`docs/research/2026-07-25-slice-h-closeout.md` and
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`docs/research/2026-07-25-slice-g5-production-profile.md` and
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`docs/research/2026-07-25-slice-i1-transition-scratch.md`.
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`docs/research/2026-07-25-slice-i1-transition-scratch.md` and
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`docs/research/2026-07-25-slice-i2-flat-collision-schema.md`.
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**Structural prerequisite before new M4 subsystem work:** all eight
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behavior-preserving `GameWindow` decomposition slices and the automated
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