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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@ -316,6 +316,8 @@ public sealed class ParticleHookSinkTests
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Assert.True(emitter.PresentationVisible);
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Assert.Equal(spawnedAt, emitter.Particles[0].SpawnedAt);
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system.Tick(0.01f);
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Assert.Equal(1, system.ActiveEmitterCount);
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system.Tick(0.01f);
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Assert.Equal(0, system.ActiveEmitterCount);
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}
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@ -336,6 +338,30 @@ public sealed class ParticleHookSinkTests
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Assert.Equal(1, deathNotices);
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}
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[Fact]
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public void ExaminationObjectPolicyAppliesToExistingAndFutureEmittersAndTearsDown()
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{
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const uint emitterId = 0x32000058u;
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var (system, sink, _) = Harness(emitterId);
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sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId: 21u));
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sink.SetEntityExaminationObject(Owner, true);
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Assert.Equal(
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ParticleVisibilityPolicy.Examination,
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Assert.Single(system.EnumerateEmitters()).VisibilityPolicy);
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sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId: 22u));
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Assert.All(
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system.EnumerateEmitters(),
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emitter => Assert.Equal(
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ParticleVisibilityPolicy.Examination,
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emitter.VisibilityPolicy));
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Assert.Equal(1, sink.ExaminationOwnerCount);
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sink.StopAllForEntity(Owner, fadeOut: false);
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Assert.Equal(0, sink.ExaminationOwnerCount);
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}
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private sealed class MutablePoseSource : IEntityEffectPoseSource
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{
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private readonly Dictionary<uint, (Matrix4x4 Root, Matrix4x4[] Parts)> _poses = new();
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