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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@ -140,6 +140,20 @@ public sealed class EntityEffectPoseRegistryTests
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Assert.Equal(0, queue.Count);
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}
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[Fact]
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public void Publish_UsesOutdoorEffectCellWithoutChangingRenderParent()
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{
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var poses = new EntityEffectPoseRegistry();
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WorldEntity entity = Entity(12u, Vector3.Zero);
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entity.ParentCellId = null;
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entity.EffectCellId = 0xA9B4000Bu;
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poses.Publish(entity, Array.Empty<Matrix4x4>());
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Assert.True(poses.TryGetCellId(entity.Id, out uint cellId));
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Assert.Equal(0xA9B4000Bu, cellId);
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}
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private static WorldEntity Entity(uint id, Vector3 position) => new()
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{
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Id = id,
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