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

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