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:
parent
82789eea88
commit
f1ba147ac5
29 changed files with 1810 additions and 125 deletions
|
|
@ -92,6 +92,15 @@ public sealed class WorldEntity
|
|||
/// </summary>
|
||||
public uint? ParentCellId { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Owning AC cell used by entity-attached effects. This is separate from
|
||||
/// <see cref="ParentCellId"/> because outdoor dat stabs deliberately keep
|
||||
/// a null render parent while retail still gives their physics object an
|
||||
/// outdoor landcell for <c>CObjCell::IsInView</c> particle gating.
|
||||
/// Live/interior entities normally use <see cref="ParentCellId"/> instead.
|
||||
/// </summary>
|
||||
public uint? EffectCellId { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// True when this entity originates from <c>LandBlockInfo.Buildings[]</c>
|
||||
/// (the dat array that carries building shells: cottage walls, smithy walls,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue