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Resolve private effects only from the level-wide Game compartment and validate their resident declarations with the same parser used by the mod merge. Release surviving native services during world changes, check decal realm ownership before cleanup, defer ordinary off-thread releases, and prune expired VM handles so they return their quota. Size the temporary decal allowance from the live count while preserving external settings changes. Gate contact geometry behind events.physics.geometry, document the manifest migration, and test Blood impacts through the plugin host using its own manifest. Add regression coverage for residency, lifetime, quota and draw-budget handling. Validation: Release builds of the runtime and plugin/effect test targets succeed. The plugins, effect_geometry and effect_lifetime tests pass. Existing MSBuild asset-directory dependency warnings remain; native visuals need an in-game check.