docs(architecture): close landblock presentation checkpoint E
Record the retained static-resource lifetime, exact receipt retry boundary, clean review cycle, and 7,026-pass Release gate before retirement ownership moves into the pipeline. Co-authored-by: Codex <noreply@openai.com>
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@ -66,8 +66,20 @@ test, and bisectable commit rather than being hidden in a mechanical move.
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footprints cross the seam. Three corrected-diff reviews are clean. Release
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gate: 7,008 passed / 5 skipped; zero-warning build; `GameWindow.cs` is
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9,043 lines.
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- [ ] E — extract static lighting, translucency, default-script, and plugin
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- [x] E — extract static lighting, translucency, default-script, and plugin
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presentation; compose the small `LandblockPresentationPipeline`.
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- Landed in `ea0da8c8`: render, physics, and DAT-static publishers now
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preflight immutable receipts before mutation and retain exact per-stage
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progress through retry. `LandblockStaticPresentationPublisher` owns static
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lights, translucency lifetime, and plugin projection; `GpuWorldState` and
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`EntityScriptActivator` explicitly rebind same-ID static snapshots without
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replaying Setup defaults or resetting animation/light/translucency state,
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while omitted IDs take full teardown. Source changes and duplicate IDs fail
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before presentation mutation, missing DefaultAnimation never claims an
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owner, and fallible reconciliation precedes pending-map consumption. Three
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corrected-diff reviews are clean. Release gate: 7,026 passed / 5 skipped;
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`GameWindow.cs` is temporarily 9,073 lines because production wiring lands
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before checkpoint G deletes the old callback body.
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- [ ] F — move retryable demotion/full-retirement presentation under the
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pipeline without changing `LandblockRetirementCoordinator`'s ledger.
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- [ ] G — cut `StreamingController` and `GameWindow` directly to the pipeline;
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