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

@ -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,