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Remove the Snow visual preset
Snow is no longer offered anywhere a style can be chosen: the Visual Presets tray, keyboard shortcut 7, the Cockpit vision carousel, and the set_visual_style voice action. The shader and its labels go with it; weather snowfall and the SNOW weather condition are unaffected. Share links keep working. Snow's enum code (6) stays reserved, so a compact or long-form link that names it opens on Normal and drops the Snow shader parameters without reporting them as unknown. A Scene Director shot saved with Snow plays on Normal too. Snow's frozen share defaults matched Normal's apart from those parameters, so no other setting in an old link changes meaning. The legacy voice-schema pins restore Snow before hashing, so the unchanged pins still prove nothing else moved; the complete Realtime payload digest is re-derived.
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@@ -1603,7 +1603,7 @@ try {
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cockpit.setVisionMode('optical');
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current.focus({ preventScroll: true });
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const states = [read()];
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for (let index = 0; index < 7; index += 1) {
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for (let index = 0; index < 6; index += 1) {
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current.click();
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states.push(read());
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}
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@@ -1637,36 +1637,36 @@ try {
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reentered,
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};
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});
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const cycleModes = ['optical', 'crt', 'nvg', 'thermal', 'anime', 'noir', 'snow', 'optical'];
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const cycleLabels = ['NORMAL', 'CRT', 'NVG', 'FLIR', 'ANIME', 'NOIR', 'SNOW', 'NORMAL'];
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const cycleModes = ['optical', 'crt', 'nvg', 'thermal', 'anime', 'noir', 'optical'];
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const cycleLabels = ['NORMAL', 'CRT', 'NVG', 'FLIR', 'ANIME', 'NOIR', 'NORMAL'];
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check(
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'Cockpit vision control exposes Normal, CRT, NVG, FLIR, Anime, Noir and Snow before wrapping',
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'Cockpit vision control exposes Normal, CRT, NVG, FLIR, Anime and Noir before wrapping',
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JSON.stringify(visionCycle.states.map((state) => state.mode)) === JSON.stringify(cycleModes)
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&& JSON.stringify(visionCycle.states.map((state) => state.label)) === JSON.stringify(cycleLabels)
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&& visionCycle.states[5]?.aria === 'Current cockpit vision style: Noir. Activate for next style.'
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&& visionCycle.states[7]?.aria === 'Current cockpit vision style: Normal. Activate for next style.',
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&& visionCycle.states[6]?.aria === 'Current cockpit vision style: Normal. Activate for next style.',
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JSON.stringify(visionCycle.states.map(({ mode, label, aria }) => ({ mode, label, aria }))),
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);
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check(
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'user vision changes open Display for every temporary treatment and retain selector focus',
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visionCycle.states.slice(1, 7).every((state) => state.displayOpen === 'true')
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&& visionCycle.states.slice(1, 7).every((state) => state.radioOpen === 'false')
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&& visionCycle.states.slice(1, 7).every((state) => state.parametersActive)
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&& visionCycle.states.slice(1, 7).every((state) => !state.parametersCollapsed)
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&& visionCycle.states.slice(1, 7).every((state) => state.signalCollapsed)
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visionCycle.states.slice(1, 6).every((state) => state.displayOpen === 'true')
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&& visionCycle.states.slice(1, 6).every((state) => state.radioOpen === 'false')
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&& visionCycle.states.slice(1, 6).every((state) => state.parametersActive)
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&& visionCycle.states.slice(1, 6).every((state) => !state.parametersCollapsed)
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&& visionCycle.states.slice(1, 6).every((state) => state.signalCollapsed)
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&& visionCycle.states.every((state) => state.focusRetained),
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JSON.stringify(visionCycle.states),
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);
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check(
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'each Cockpit vision mode drives only its own shader and Normal clears them all',
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visionCycle.states.slice(1, 7).every((state) => {
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visionCycle.states.slice(1, 6).every((state) => {
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const target = {
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crt: 'retro', nvg: 'surveillance', thermal: 'thermal', anime: 'anime', noir: 'noir', snow: 'snow',
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crt: 'retro', nvg: 'surveillance', thermal: 'thermal', anime: 'anime', noir: 'noir',
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}[state.mode];
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return Object.entries(state.intensities).every(([name, value]) =>
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name === target ? value > 0 : value === 0);
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})
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&& Object.values(visionCycle.states[7].intensities).every((value) => value === 0),
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&& Object.values(visionCycle.states[6].intensities).every((value) => value === 0),
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JSON.stringify(visionCycle.states.map(({ mode, intensities }) => ({ mode, intensities }))),
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);
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check(
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@@ -2317,13 +2317,13 @@ try {
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const styleManager = window.__godsEyeView.styleManager;
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const styleBefore = styleManager.activeStyle;
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// A Cockpit-only choice that Reset must undo.
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styleManager.cockpitView.setVisionMode('snow');
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styleManager.cockpitView.setVisionMode('anime');
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window.__qaCockpitReset = {
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calls: 0,
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original: manager.resetToGlobeView,
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subjectId: awareness?.getContextSnapshot?.()?.subject?.id || null,
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styleBefore,
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snowDuringCockpit: styleManager.stages?.snow?.uniforms?.intensity,
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animeDuringCockpit: styleManager.stages?.anime?.uniforms?.intensity,
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};
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manager.resetToGlobeView = function qaCountedCockpitReset(...args) {
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window.__qaCockpitReset.calls += 1;
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@@ -2360,7 +2360,7 @@ try {
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height,
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subjectPreserved: Boolean(qa.subjectId && subjectId === qa.subjectId),
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styleRestored: gev.styleManager.activeStyle === qa.styleBefore,
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snowDuringCockpit: qa.snowDuringCockpit,
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animeDuringCockpit: qa.animeDuringCockpit,
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// Cockpit-time intensities are Cockpit's own, so check against the map preset.
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visionRestored: Object.entries(gev.styleManager.stages || {}).every(([name, stage]) =>
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name === gev.styleManager.activeStyle
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@@ -2376,7 +2376,7 @@ try {
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&& resetState.resetHidden
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&& Math.abs(resetState.height - 18_000_000) < 150_000
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&& resetState.subjectPreserved
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&& resetState.snowDuringCockpit > 0
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&& resetState.animeDuringCockpit > 0
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&& resetState.styleRestored
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&& resetState.visionRestored,
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JSON.stringify(resetState),
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