perf(vfx): port retail particle visibility degradation

Resolve DAT-authored particle ranges from the hardware GfxObj, apply retail distance and completed-cell visibility gates, and preserve the exact finite/infinite off-view update semantics. This removes dense-world simulation work without shortening terrain, entity, fog, or streaming distance.

Publish doorway-clipped outdoor cells through a focused frame controller, retain effect cell identity for outdoor statics, reject hidden emitters before particle-slot scans, and offer an explicit opt-in Extended particle range.

Release build succeeds and all 5,857 tests pass with five intentional skips. Retail-conformance, architecture, and adversarial review cycles are clean; connected Aerlinthe visual/performance gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-17 15:27:36 +02:00
parent 82789eea88
commit f1ba147ac5
29 changed files with 1810 additions and 125 deletions

View file

@ -45,7 +45,7 @@ public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityE
Matrix4x4.CreateFromQuaternion(entity.Rotation)
* Matrix4x4.CreateTranslation(entity.Position),
partLocal,
entity.ParentCellId ?? 0u,
entity.EffectCellId ?? entity.ParentCellId ?? 0u,
availability);
}
@ -67,7 +67,7 @@ public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityE
}
record.RootWorld = rootWorld;
record.CellId = entity.ParentCellId ?? 0u;
record.CellId = entity.EffectCellId ?? entity.ParentCellId ?? 0u;
if (entity.IndexedPartTransforms.Count > 0)
{
CopyParts(
@ -119,7 +119,7 @@ public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityE
return false;
record.RootWorld = Matrix4x4.CreateFromQuaternion(entity.Rotation)
* Matrix4x4.CreateTranslation(entity.Position);
record.CellId = entity.ParentCellId ?? 0u;
record.CellId = entity.EffectCellId ?? entity.ParentCellId ?? 0u;
return true;
}