acdream/src/AcDream.Core/Meshing
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
..
CellMesh.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
EntityHydrationRules.cs fix(#79/#93): mesh-empty hydration gate was dropping light-only fixtures 2026-07-09 11:11:16 +02:00
EquippedChildAttachment.cs feat(vfx): bind effects to live animated poses 2026-07-14 10:56:01 +02:00
GfxObjBounds.cs #119: entity bounds from dat vertex data - works for every case, not just multi-part 2026-06-11 22:39:05 +02:00
GfxObjDegradeResolver.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
GfxObjMesh.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
GfxObjSubMesh.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
MotionResolver.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
SetupMesh.cs fix(core): ACME cross-check fixes — normals, placement, scenery 2026-04-12 22:52:08 +02:00
SetupPartTransforms.cs feat(vfx): bind effects to live animated poses 2026-07-14 10:56:01 +02:00
TranslucencyKind.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00