Commit graph

2 commits

Author SHA1 Message Date
Erik
749e8ceeb1 fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 21:35:16 +02:00
Erik
46deed6019 phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props
Holds Translucency / Luminosity / Diffuse / SurfOpacity / NeedsUvRepeat /
DisableFog keyed by (gfxObjId, surfaceIdx). Populated at extraction time,
queried by the draw dispatcher. ConcurrentDictionary because mesh
extraction happens on background workers.

No fork patches required — keeps WB's MeshBatchData pristine.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:08:56 +02:00