fix(world): remove non-retail portal exit fade
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21 changed files with 919 additions and 347 deletions
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@ -118,7 +118,7 @@ public sealed class StreamingController
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/// so the player arrives to a near-empty world (the "Fort Tethana only one landblock
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/// loaded" symptom) and their cell-walk can't root into neighbour cells yet (the
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/// transient walk-through-walls). The far ring still drains at the budget. The eager
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/// apply runs during the teleport hold (behind the fade), so the GPU spike is hidden.
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/// apply runs while the portal viewport replaces the world, so the GPU spike is hidden.
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/// </summary>
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public int PriorityRadius { get; set; }
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@ -377,7 +377,7 @@ public sealed class StreamingController
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/// SYNCHRONOUSLY drop every resident landblock (render slot + physics + state) so none
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/// survives into the next frame stale, and no async unload can race a re-bake, then null
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/// the region so the next <see cref="NormalTick"/> re-bootstraps the WHOLE window fresh at
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/// the new origin (the near ring is priority-applied behind the fade; the rest streams in).
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/// the new origin (the near ring is priority-applied during portal travel; the rest streams in).
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/// A sealed-dungeon destination uses <see cref="PreCollapseToDungeon"/> instead.
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/// </summary>
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public void ForceReloadWindow()
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@ -405,7 +405,7 @@ public sealed class StreamingController
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/// (rendering at its old world position as "floating terrain at the horizon"), and rapid
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/// hops accumulated them faster than they cleared — a runaway resident count (951 observed
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/// vs a 625 window) that also dragged FPS. Loads inside the teleport near ring
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/// (<see cref="PriorityRadius"/>, applied behind the fade) likewise bypass the budget so the
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/// (<see cref="PriorityRadius"/>, applied during portal travel) likewise bypass the budget so the
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/// player materialises in a loaded world.
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/// </summary>
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private void DrainAndApply()
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