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

@ -3,6 +3,17 @@ using AcDream.UI.Abstractions.Settings;
namespace AcDream.UI.Abstractions.Panels.Settings;
/// <summary>
/// Particle visibility distance policy. Retail uses the GfxObj-authored
/// distance exactly; Extended is an explicit acdream adaptation for players
/// who prefer longer-lived distant effects with the corresponding CPU cost.
/// </summary>
public enum ParticleRange
{
Retail = 0,
Extended = 1,
}
/// <summary>
/// Display-related preferences persisted to <c>settings.json</c>.
/// Modern addition (no retail equivalent for FOV / vsync etc) — replaces
@ -22,7 +33,8 @@ public sealed record DisplaySettings(
float FieldOfView,
float Gamma,
bool ShowFps,
QualityPreset Quality)
QualityPreset Quality,
ParticleRange ParticleRange)
{
/// <summary>Values used on first launch / when settings.json is absent.
/// Geometry/render defaults preserve the pre-L.0 runtime state — Resolution
@ -36,7 +48,8 @@ public sealed record DisplaySettings(
FieldOfView: 60f,
Gamma: 1.0f,
ShowFps: false,
Quality: QualityPreset.High);
Quality: QualityPreset.High,
ParticleRange: ParticleRange.Retail);
/// <summary>16:9 resolution presets offered in the dropdown.</summary>
public static IReadOnlyList<string> AvailableResolutions { get; } = new[]