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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@ -236,12 +236,20 @@ public sealed class SettingsPanel : IPanel
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if (renderer.Combo("Quality", ref qIdx, presets))
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_vm.SetDisplay(d with { Quality = (QualityPreset)qIdx });
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int particleRangeIndex = (int)d.ParticleRange;
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if (particleRangeIndex < 0 || particleRangeIndex >= s_particleRangeNames.Length)
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particleRangeIndex = (int)ParticleRange.Retail;
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if (renderer.Combo("Particle Range", ref particleRangeIndex, s_particleRangeNames))
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_vm.SetDisplay(d with { ParticleRange = (ParticleRange)particleRangeIndex });
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renderer.Spacing();
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renderer.TextWrapped(
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"Resolution / Fullscreen / V-Sync apply on Save. FOV + Gamma "
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+ "preview live as you drag; Cancel reverts to the saved value. "
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+ "Quality preset applies streaming radius, anisotropic, and A2C "
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+ "immediately on Save; MSAA sample count requires a restart.");
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+ "immediately on Save; MSAA sample count requires a restart. "
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+ "Particle Range defaults to retail-authored distances; Extended "
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+ "doubles effect range and costs additional CPU time.");
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}
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/// <summary>
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@ -474,6 +482,9 @@ public sealed class SettingsPanel : IPanel
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private static readonly string[] s_qualityPresetNames =
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{ "Low", "Medium", "High", "Ultra" };
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private static readonly string[] s_particleRangeNames =
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{ "Retail", "Extended" };
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private void RenderSection(IPanelRenderer renderer, string label, InputAction[] actions)
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{
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// Movement defaults open; other sections collapsed for first-run UX.
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