docs(street-level): shorten docs and comments before merge

Trim the doc text this PR adds (README, CHANGELOG, CURRENT-STATE,
KNOWN-ISSUES, SECURITY, DATA_SOURCES, .env.example, the CI job comment),
drop code comments that restate the code, cut design-note JSDoc to a line
or two, and drop review tags from test names. Comments only; no code
changes.

Also: README key count (seven keys, two metered), CURRENT-STATE's gate
paragraph (CI runs a production build with a dummy token), the stacked
doc above meshBoxInRange and the orphaned inMeshRange line in
coverage.js, and a duplicate ALPR row in DATA_SOURCES that a merge had
brought back.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
Said TurkseverandClaude Opus 5.5 committed 2026-10-06 21:59:12 +01:00
1 parent c65feda4b1
commit 4ea6631425
85 files changed
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@@ -1,10 +1,7 @@
import * as Cesium from 'cesium';
import { STREET_LEVEL_LAYER_ID } from './policy.js';
/**
* Minimum time between hover picks: ~8 `scene.pick` calls a second while the
* pointer moves, as the CCTV layer's hover does, never one per frame.
*/
/** Hover picks at most ~8 times a second (like the CCTV layer), never per frame. */
const HOVER_PICK_INTERVAL_MS = 120;
/** One click/hover handler for every provider's coverage and image cones. */
@@ -92,9 +89,8 @@ export function createSelection({ state, parts }) {
}
/**
* Pointer cursor over anything this layer owns, so lines read as clickable.
* Picks the latest position at most every HOVER_PICK_INTERVAL_MS; a move
* inside the interval is picked when it ends, so the cursor never sticks.
* Pointer cursor over anything this layer owns. Throttled; a move inside
* the interval is picked when it ends, so the cursor never sticks.
*/
function onMove(movement) {
const viewer = state.viewer;
@@ -119,10 +115,8 @@ export function createSelection({ state, parts }) {
}
/**
* Track held buttons (a drag picks nothing) and camera stops. A moving
* camera does not stop hover: an orbiting or tracking camera never stops,
* and the throttle already bounds the cost. When the camera comes to rest
* the pointer is picked once more, since what was under it has moved.
* Track held buttons (a drag picks nothing) and re-pick when the camera
* rests. Hover keeps running while it moves: a tracking camera never stops.
*/
function watchHover(viewer) {
const canvas = viewer.scene.canvas;