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>
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29 changed files with 1810 additions and 125 deletions
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@ -45,7 +45,7 @@ public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityE
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Matrix4x4.CreateFromQuaternion(entity.Rotation)
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* Matrix4x4.CreateTranslation(entity.Position),
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partLocal,
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entity.ParentCellId ?? 0u,
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entity.EffectCellId ?? entity.ParentCellId ?? 0u,
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availability);
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}
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@ -67,7 +67,7 @@ public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityE
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}
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record.RootWorld = rootWorld;
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record.CellId = entity.ParentCellId ?? 0u;
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record.CellId = entity.EffectCellId ?? entity.ParentCellId ?? 0u;
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if (entity.IndexedPartTransforms.Count > 0)
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{
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CopyParts(
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@ -119,7 +119,7 @@ public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityE
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return false;
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record.RootWorld = Matrix4x4.CreateFromQuaternion(entity.Rotation)
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* Matrix4x4.CreateTranslation(entity.Position);
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record.CellId = entity.ParentCellId ?? 0u;
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record.CellId = entity.EffectCellId ?? entity.ParentCellId ?? 0u;
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return true;
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}
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