After a teleport-OUT the per-frame avatar-sync (GameWindow ~:8018) called
GpuWorldState.RelocateEntity with the player controller's cell — which stays the
FROZEN SOURCE cell until PlaceTeleportArrival materializes the destination. So
mid-transit it dragged the avatar (which the teleport's rescue/re-inject had
correctly placed at the destination center) back into the now-UNLOADED source
landblock's pending bucket, where nothing recovers it (RelocateEntity only scans
_loaded). Net: the avatar vanished after teleporting out and stayed gone.
Fix: skip the per-frame relocate while the player is in PortalSpace. The teleport
machinery (DrainRescued + PlaceTeleportArrival) owns the avatar's landblock during
transit; per-frame relocation resumes at FireLoginComplete (InWorld).
Live-verified with a new env-gated avatar-lifecycle probe (ACDREAM_PROBE_ENT /
EntityVanishProbe; [ent] draw-set transitions + [dyn] cull check): pre-fix the
trace showed `[ent] APPEND lb=0x0007FFFF(source) -> PENDING -> DRAWSET ABSENT`
never recovering; post-fix every teleport goes RESCUE -> ABSENT ->
APPEND(destination) -> PRESENT and stays drawn (4 teleports incl. to Holtburg,
session ended PRESENT).
Suites green: Core 1568(+2 skip), App 468(+2 skip), UI 425, Net 317.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>